FAQ/Move List (EU) by Diomedes
Dragon Ball Z: Budokai on SuperCheats.com
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          Dragon Ball Z: Budokai FAQ/Move List (EU)
          Written by Diomedes
          Last Updated 18th April 2005
          Version 1.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 ######                                                     #################
 #     #####                                                #%%%%%%%%%%%%%%##
 #      #   ##                                             ##%%%%%%%%%%%%###
 #       #    ####   ###                          #####    ##%######%%%%###
 #       #     #  ###   ## #### ######## #### ### #%%##    #%%#   ##%%%###
  ## ##  #     #  #       ##   #  #%%%%###%%##%%# #%%##   #####  ###%%###
   # ##  # ##  #  #  ###  ###  #  #%%%%%%#%#%#%%# #%%#    ### #####%%##   ##
   # ##  #    # #  # # ##````#    #%%##%%#%#%#%%# #%%#   ##   #%%%%%%#  ####
   #     #   #  #  # # #``##``#   #%%%%%##%%%## ####%### #    ##%%#### ##%##
   #     #   #     # ###``##``#   #%%%%%#%%%%%#%%%##%%%#    ###%%%##  #%%%#
   #    #     # #   #  ##`````#   #%%##%%#%#%%#%%%#%%%%#   ###%%%%#####%%##
    # ##   #   ###  #   #######   #%%%%%%%#%#%%#####%%%#   ###%%%%%#%%%%%%#
    ## ######### ########  ### ################ #######  ##%%%%%%%%%%%%%##
                                                        #################
     ############       ######        ##     ####  ###
     #!!!!!!!!!!#### ####!!!!#########!#######!!# ##!#
     ##!!#####!!!#!##!##!###!##!!!!!#!!#!!!##!#!# #!#
      #!!#####!##!!#!!#!!# #!!#!##!!#!#!!##!!!!!##!!#
      #!!!!!!!!!#!##!##!###!!#!!#!!#!!!####!###!##!#
      #!!#####!!#!#!!#!!!!!####!!##!##!!!!!## #!#!##
      #!##!!!!!##!!!#!!!####  ####!!# ######  #!#!#
      #!!!!#### #########        ####  ####   ####
      #####                       ##



===============================================================================
          TABLE OF CONTENTS
===============================================================================

Use Ctrl + F to search for one for the features listed below. To make sure you
go straight to a certain section, copy and paste the search code on the right.

           1. Introduction                                   [01INTR]
           2. Characters                                     [02CHAR]
           3. Game Basics                                    [03BASC]
              3.1. Controls                                  [03CTRL]
              3.2. Game Screen                               [03GSCR]
              3.3. Basic Actions                             [03ACTN]
           4. Exciting Skill System                          [04EXSS]
           5. Game Modes                                     [05GMDS]
              5.1. Story                                     [05STRY]
              5.2. World Match                               [05WMTH]
              5.3. Duel                                      [05DUEL]
              5.4. Practice                                  [05PRAC]
              5.5. Legend of Mr. Satan                       [05LOMS]
              5.6. Edit Skills                               [05EDIT]
              5.7. Game Options                              [05OPTN]
           6. Secrets & Unlockables                          [06SCRT]
           7. Breakthroughs                                  [07BRKT]
           8. Fight Strategies                               [08STRT]
           9. Capsule Encyclopedia                           [09CPSL]
              9.1. Special Capsules                          [09SPCL]
              9.2. Physical Capsules                         [09PHYS]
              9.3. Support Capsules                          [09SPRT]
          10. Frequently Asked Questions                     [10FAQS]
          11. Thanks                                         [11THKS]
          12. Contact Information                            [12CONT]
          13. Copyright Notice                               [13CYRT]
          14. Closing                                        [14CLSG]



===============================================================================
          1. Introduction                                    [01INTR]
===============================================================================

Dragon Ball Z: Budokai was designed by Atari for release on the PlayStation2
console, and later for the GameCube. It was the first DBZ game to be released
on a next generation platform, and was met with general approval amongst fans
of the series and other fighting buffs. It hosted a large selection of
characters from the series and a unique fighting system (even if it is somewhat
limited and lacking depth). Basically, it allowed fans of the series to do
things not yet experienced in a game under licence. This guide is intended to
be a general run-down on the workings of the game, with a (surprise!) move list
as well.

-- Masamune3



===============================================================================
          2. Characters                                      [02CHAR]
===============================================================================

Here's a quick run-down on the histories of the characters in the game in
relation to Dragon Ball and Dragon Ball Z. It's not meant to be overly
descriptive, so for more in-depth information, look elsewhere.

--- [ Goku ] ------------------------------------------------------------------

Goku is the main character of Dragon Ball and Dragon Ball Z. He was sent to
Earth to destroy it when he had grow old enough. However, after suffering a
blow to the headas a child, he was "reprogrammed" and grew up to be an unusual,
but pure person. Father of Gohan and Goten, and the husband of Chi-Chi, he has
defeated many powerful enemies.

--- [ Gohan ] -----------------------------------------------------------------

Gohan is the first son of Goku and Chi-Chi. Gohan has a hidden power that he
releases at moments of extreme stress, something harnessed various times
throughout the series. in his latter years, attends high school, becoming the
caped crusader the "Great Saiyaman". He eventually marries Videl, daughter of
Mr. Satan, and has a daughter named Pan.

--- [ Great Saiyaman ] --------------------------------------------------------

Definitely one of the games more comical characters, the Great Saiyaman is
actually just Gohan in disguise. He asks Bulma to make him some sort of
disguise so he can fight crime during high school without being recognised, and
this weird looking outfit is it.

--- [ Raditz ] ----------------------------------------------------------------

Raditz is Goku's brother. When he arrives on Earth to find that Goku has not
fulfilled his mission, he kidnaps Gohan and is confronted by Goku and Piccolo.
After a fierce battle, Goku grabs hold of Raditz, and Piccolo kills them both
(although Goku is later revived).

--- [ Nappa ] -----------------------------------------------------------------

Nappa accompanies Vegeta to Earth in order to search for the Dragon Balls. He
is a powerful opponent, although Goku easily defeats him. Disgusted by his
apparent weakness, Vegeta kills him.

--- [ Vegeta ] ----------------------------------------------------------------

Vegeta is an arrogant Saiyan Prince. After desiring the Dragon Balls and the
gift of immortality, he came to Earth and fought Goku et al. He was defeated
on Earth, but resumed his plot for immortality on Namek where ironically he was
killed at the hands of Frieza. After that, he kind of "joined" the others, but
only to make himself stronger, and is key in the destruction of Cell and Majin
Buu. Often ruled by his pride, Vegeta generally only thinks of himself. He is
the father of Trunks and husband of Bulma, and although he often seems to
neglect his family, he loves them deeply.

--- [ Trunks ] ----------------------------------------------------------------

Trunks is the son of Vegeta and Bulma. After finding the lifeless body of his
dead Master, Gohan, and with two menacing androids destroying everything in
sight, he travels back in time with the help of Bulma to enlist the help of
Goku (and ultimately change the future), who had died of a terrible disease.
After the Cell Games, he returns home and destroys the two androids and Cell
after being far more powerful.

--- [ Krillin ] ---------------------------------------------------------------

Krillin is Goku's best buddy, and a fellow student of Master Roshi. A former
monk, he seeks the aid of Master Roshi for further training. He grew up with
Goku, but as Goku seemingly becomes stronger than everyone, gets pushed into
the background. He is wished back in every occasion, though. He eventually
settles down and marries #18, and they have a daughter named Maron.

--- [ Tien ] ------------------------------------------------------------------

Tien, once taught under the Crane Hermit, fought Goku when in the 22nd Budokai
(or World Martial Arts Tournament) and beat Goku by double knock out. He was
one of the bad guys until he eventually changed his ways, and joined with the
others. His Solar Flare and Tri-Beam proved invaluable many times during the
series. Tien is one of the stronger humans, and continues his training with his
pal Chauzu.

--- [ Yamcha ] ----------------------------------------------------------------

Yamcha was formerly a desert bandit, but later fell in love with Bulma and
started helping them find the Dragon Balls. He was then trained under Master
Roshi. After becoming nothing but a background character in terms of strength,
Yamcha eventually he stopped training and settled down to a more peaceful life.

--- [ Mr. Satan ] -------------------------------------------------------------

Mr. Satan first appeared during the Cell Games, a self-absorbed weirdo who was
the current champion of the World Martial Arts Tournament. He promised to put an
end to Cell, and as you can imagine, got his sorry ass handed to him. After
Gohan defeats Cell, Satan takes all the credit, and becomes a world-wide hero.
He has a daughter named Videl, whom Gohan marries.

--- [ Piccolo ] ---------------------------------------------------------------

Piccolo was sent to Earth many years before Goku was born, to escape a storm
ravaging Namek. For unknown reasons, he wanted to become "Guardian of the
Earth". He was told he was unable to, because of the evil that dwelled within
him. Because of this, he split himself into two: a good half, known as Kami,
and an evil half, known as Piccolo Daimaou. Kami became Guardian, while
Daimaou caused havoc. After being sealed away in a bottle by Master Roshi's
teacher, Pilaf opens it and release him. Daimaou starts killing entrants in
the World Martial Arts Tournament for revenge. He takes Goku, who kills him by
jumping through Daimaou's chest. Daimaou spits out an egg, which hatches to
become Piccolo. Over the course of a number of years, his displays a large
change of heart, and becomes an ally of Goku et al. He fuses with another
Namekian known as Nail, and then rejoins with Kami to become very powerful.

--- [ Dodoria ] ---------------------------------------------------------------

Dodoria is another of Frieza's main henchmen.During his brief appearance, he is
cornered by Vegeta, and threatened to reveal the true history of the Saiyans.
Having no choice, he tells Vegeta everything he wants to know. Vegeta then
kills him off.

--- [ Zarbon ] ----------------------------------------------------------------

Zarbon is the strongest of Frieza's henchmen. He totally outclasses Vegeta in
their first battle, but in their second meeting, Vegeta has the upper hand, and
easily disposes of Zarbon.

--- [ Recoome ] ---------------------------------------------------------------

Recoome is large oaf from the Ginyu Force. Though being rather stupid, he is
still far too powerful for Gohan, Krillin and even Vegeta to handle. As usual,
Goku shows up on the scene at the last minute and swiftly gives him a beating.

--- [ Ginyu ] -----------------------------------------------------------------

Captain Ginyu is the leader of the infamous "Ginyu Force" - an infmaous group
of warriors known throughout the galaxy. He and his fellow fighters are hired
by Frieza to gather Namek's Dragon Balls. Ginyu faces off against Goku and uses
his special ability - the "Body Swap" - to switch bodies with Goku. Goku ends
up in Ginyu's body, and the confusion mounts. After sensing Vegenta's greater
strength, Ginyu attempts to switch bodies with him. However, Goku throws a frog
in his path, and Ginyu and the frog switch bodies, and Ginyu is thus defeated.

--- [ Frieza ] ----------------------------------------------------------------

Frieza was once the most feared creature in the galaxy. Frieza destroyed the
Saiyan planet because he feared the Saiyans were becoming far too powerful.
After a grueling battle with Goku, he manages to transform into a Super Saiyan,
and the pair continued fought on a dying planet, until Frieza was cut in half
by his own attack. It seemed that he had finally been destroyed. A few years
later, however, he returns to Earth for revenge, but is killed by Trunks.

--- [ Android #16 ] -----------------------------------------------------------

#16 was created by Dr. Gero for the single purpose of killing Goku. He is
released by #17 and #18 after they kill Dr. Gero. Though he cares little for
"fun", he has a gentle side that allows him to enjoy the simpler things. He
fights valiantly against Cell to stop him from absorbing #17 and #18, but
unfortunately fails. After being badly damaged, Bulma and Dr. Briefs manage
fix him up in time for the Cell Games. Cell destroys #16's body after a failed
attempt at self-destruction. His head remains in tact, and #16 is able to give
Gohan some much needed advice that results in the defeat of Cell.

--- [ Android #17 ] -----------------------------------------------------------

#17 is the brother of #18, and both were released by Dr. Gero in his attempt to
overpower Vegeta and the others. #17 is the stronger of the two, and fights
Piccolo in a rough battle. It is cut short when Cell appears and absorbs him,
allowing him to reach his Second Form. After the Cell Games, he is wished back
and seemingly disappears.

--- [ Android #18 ] -----------------------------------------------------------

#18 is the sister of #17, and both were released by Dr. Gero in his attempt to
overpower Vegeta and the others. While she isn't as strong as #17, she still
outclasses both Trunks and Vegeta in their battles in the present timeline. She
is later absorbed by Cell, and he achieves his Perfect Form. However, Cell
spits her up during the Cell Games, after Gohan deals him a devastating blow to
the stomach. She later marries Krillin, and have a child together named Maron.

--- [ Android #19 ] -----------------------------------------------------------

Android #19 is Dr. Gero's first creation. He is first challenged by Goku, who,
mid-battle, is struck by the heart disease that Trunks foretold. During this
time, the #19 takes the chance to absorb his energy. Vegeta interjects with a
kick to the face, and swiftly defeats him.

--- [ Cell ] ------------------------------------------------------------------

Cell is an android from the future. He has been created with the cells of the
universe's strongest fighters and thus possesses many of their abilities
and techniques. To achieve "Perfect Form", he absorbs Android #17 and Android
#18. After he does this, he totally outclasses everyone. To test his skills,
he decides to hold a fighting tournament known as the "Cell Games". Here he is
finally defeated by Gohan.



===============================================================================
          3. Game Basics                                     [03BASC]
===============================================================================

The game basics section is one of the most important parts of the guide, simply
because it covers all the... uh, basics, for lack of a better word. Everything
you need to know to get started with this game is listed right here.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.1. Controls                                      [03CTRL]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

When it comes to controls, there are several choices you can have in order to
suit your preferences. You can choose between two default setups (A and B) or
you can completely customise them, and make each button serve whatever function
you wish it too.

--- [ Setup A ] ---------------------------------------------------------------

LEFT ANALOG STICK: Move
DIRECTIONAL PAD:   Move
X:                 Guard
SQUARE:            Punch
CIRCLE:            Energy
TRIANGLE:          Kick
L1:                Nothing
L2:                Nothing
R1:                P + K
R2:                P + G

--- [ Setup B ] ---------------------------------------------------------------

LEFT ANALOG STICK: Move
DIRECTIONAL PAD:   Move
X:                 Energy
SQUARE:            Guard
CIRCLE:            Kick
TRIANGLE:          Punch
L1:                Nothing
L2:                Nothing
R1:                P + K
R2:                P + G

--- [ My Setup ] --------------------------------------------------------------

I personally prefer setup A, basically because it's the one I'm now most used
to. However, seeing as how the shoulder buttons go relatively unused, I like to
customise them with certain moves in order to make life easier.

L1 becomes K + G. This move can be pretty handy, especially helpful as many
characters can use this ability to "jump" or for knocking an opponent far away.
Normal P + K moves (which are very good charge attacks) are handled with the
transform button (see below), and therefore need not be put here.

L2 becomes P + K + G + E, or taunt. Taunting is a handy move, although not one
I get round to using all hat often. I find it is helpful in battles where you
are constantly being bombarded from afar by ki attacks. Use it a few times and
your opponents will have low ki, and then be forced to fight up close.

R1 becomes P + K + G, or transform. This seems to be the most logical place to
put it for me, as I can easily transform when my ki allows it, without having
to resort ridiculously to try and press Punch, Kick and Guard all at once.
Normal P + K moves (which are very good charge attacks) are handled with this
button too, meaning it is used if transformations can't be done (either because
you've already transformed, you don't meet the requirements to make the next
transformation, or no transformation moves are equipped).

R2 becomes P + G, or the button combination for throw moves. Seeing as how I
almost always have a throw move in my Capsule tray, it seems like a fairly
obvious choice.

Basically, that leaves us with:

LEFT ANALOG STICK: Move
DIRECTIONAL PAD:   Move
X:                 Guard
SQUARE:            Punch
CIRCLE:            Energy
TRIANGLE:          Kick
L1:                K + G
L2:                P + K + G + E
R1:                P + K + G
R2:                P + G

That is what I find to be most effective control scheme. All the handy actions
are only a button press away, and on the right sides, depending on the amount
of times they are likely to be used. Having transform at R1 is easier to press
than if you were to have it at L1. Same goes with throw being R2. I know it
doesn't sound much easier, but it really is. See, you are dedicating to memory
that the left side of your pad is for movements, and the right side is for
basic actions. It's just something that I noticed during my play.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.2. Game Screen                                   [03GSCR]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--- [ Life Gauge ] ------------------------------------------------------------

Your life gauge shows how much health you have left. There are three bars:
green (first), yellow (second) and red (last). Each bar represents 1000 points
of health. Once you lose 1000 points, you will move to the yellow bar. After
you lose a further 1000, you will go into red health. Once your health
diminishes another 1000 points (3000 in total) you will be knocked out, and
lose the battle.

There are only three possible Capsules that can restore health, and one of
them is available only to Frieza. The 1/3 Senzu Bean, Senzu Bean, and Frieza's
Spaceship restore your health gauge by a set amount, but they can only be
activated once, and do so after your health gauge is completely depleted.

--- [ Ki Gauge ] --------------------------------------------------------------

Similar to your life gauge, the ki gauge is a measure of your current ki. You
use ki for most Capsule based abilities. The ki gauge resides directly
underneath the life gauge, as a yellow bar. The number on the very left is your
current ki level. As you fill the bar, the gauge goes up, and once it reaches
the end, your level increases by one and the gauge returns to zero.

You can increase your ki level by fighting. Every successful hit you land on an
opponent raises your ki gauge by a set amount; even when they block, albeit
for a significantly reduced amount. Alternatively, you can hold down the guard
button, then the back button twice, holding it the second time for the desired
duration. Your character will then "power up", thus increasing their ki.

--- [ Round Time ] ------------------------------------------------------------

Between the health gauge and ki gauge of the two current fighters, there is a
counter displaying the amount of time left in the bout. Once the counter
reaches 0, the match will end, and the character who has the most health still
remaining will be declared the winner. The round time can be set in Game
Options to be a total of 30 seconds, 45 seconds, 60 seconds, or infinite (that
is, the round won't end until someone wins "properly").

--- [ Win Count ] -------------------------------------------------------------

In Duel mode, there will be a crown above each characters health bar and ki
bar. Next to it is a number, displaying the current win count for the two
characters. The higher the number, the more wins that character has.

--- [ Capsules ] --------------------------------------------------------------

On the bottom-left and bottom-right corners of the screen, a circle of Capsules
are shown. Depending on how many skills are set, there may be anything between
zero to seven Capsules displayed. Certain Support Capsules (ones that activate
at the start of battle) won't do anything, but everything else will glow when
activated (including Special, Physical, and other Support skills) that
activate/can be activated mid-battle.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.3. Basic Actions                                 [03ACTN]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--- [ Punching ] --------------------------------------------------------------

Pressing the punch button will allow you to punch (well duh!). Different
characters hit for differing amounts of damage when punching, although they are
mostly the same. Try stringing multiple punches together for greater effect and
damage. Characters with shorter arm spans have to get close to their opponent in
order to hit them, so be aware of that.

--- [ Kicking ] ---------------------------------------------------------------

By using the kick button, you will unleash a savage kick in the direction of
your opponent. Or, if you're stupid enough to do it too far away, you will do a
nice air-swing. Kicks deal more damage than punches, and once again, certain
characters will hit for more damage with their kicks. Short characters need to
get in closer so their kicks will reach.

--- [ Ki Blasts ] -------------------------------------------------------------

Press the energy button and your character will fire off a small, weak ki blast
in the direction of your opponent. Generally speaking, it will always hit the
target (it won't necessarily do damage, as your character can block or deflect
it). However, depending on the angle and distance between you and your
opponent, it may go over their heads or underneath them. If this occurs, then
you should either move backwards, or try to get yourself level (in height) with
them.

--- [ Guarding ] --------------------------------------------------------------

Guarding can win matches for you. It is another of the most basic abilities in
the game. To successfully guard against attacks, you need to hold down this
button while the opponent continues to kick (or punch) you in the face. Certain
combos have lengthy recovery times, so use this to your advantage and after
they finish attacking you, counter them with a few moves of your own.

--- [ Flying ] ----------------------------------------------------------------

Unfortunately, you can't fly per se, however, if you knock your opponent/your
opponent knocks you in the air they/you will continue to float there. Leave it
long enough though, and the character will eventually reach the ground again.
You can greet your opponent by just moving forward while they are in the
air, and you will gradually ascend. This is an excellent idea when fighting
shorter characters, as fights in the air make the playing field almost equal.

--- [ Dashing ] ---------------------------------------------------------------

Pressing forward twice in quick succession (holding it after the second time)
will make your character dash forward at a much faster rate than normal. Using
a kick or punch right before you reach the enemy makes for a devastating
combo, as it will break through guard status. Following it up with a death move
or ultimate move is highly recommended, and largely effective. What out though,
as these moves an be easily predicted from long range, and side-stepped. Then
you might be the one on the receiving end of a death move or ultimate move.

--- [ Side-Stepping ] ---------------------------------------------------------

Pressing the guard button in conjunction with the up or down button will allow
you to move your character in that particular direction. This is useful for
cornering opponents and sending them through a wall or something. You can win
matches a lot faster in World Match mode by knocking them out of the ring, and
side-stepping makes doing this a lot easier. Side-stepping becomes a natural
reflex after a while, you'll do it without even thinking about it. Certain long
range attacks (for example, and dashing punch or kick), which cannot normally
be blocked, can be easily predicted and side-stepped. The opponent has then
lowered their guard for a substantial amount of time, allowing you time to make
your move. Following it up with a death move or ultimate move is ideal.

--- [ Stringing Moves Together ] ----------------------------------------------

Using kicks and punches in the same combo often results in devastating effects.
Mixing these together becomes and integral part of using skills too. Become
proficient with the combos of different characters so you can use them in the
correct situations, without having to think about it too much. Using the
forward and back buttons while holding either the punch or kick buttons results
in other combos. Certain combos have long recovery times though, so be careful
if they block you complete combo, then smack you one while you character tries
to regain control.

--- [ Deflecting Ki Blasts ] --------------------------------------------------

By pressing the guard button just before a ki blast hits, you can deflect it
away from you, thus averting any damage that may normally be caused to you.
If you get the timing just right, you can even deflect the ki blast back at the
opponent.

--- [ Powering Up ] -----------------------------------------------------------

Press the guard button, then the back button twice, holding it the second time
for the desired duration. Your character will then "power up". Using this
method to gain ki is the fastest and most effective. However, it leaves you
largely exposed, so only do it when their is no danger of attack from your
opponent.

--- [ Transforming ] ----------------------------------------------------------

Certain characters have the ability to transform. When you transform, it
increases their attack rating by 10%. Each successive transformation will raise
it by a further 10%. To transform, you need to press P + K + G when the chosen
character is at a certain ki level (generally 3 or 4 ki gauges). When the
character falls to the ground and they have less than the minimum amount of ki
gauges, the transformations stops, and your character will return to their
normal state.

--- [ Taunting ] --------------------------------------------------------------

When you taunt an opponent, they lose one whole ki gauge. It can be done by
with P + K + G + E. It is an effective method of reversing transformations and
stopping the use of death moves and ultimate moves. However, it takes some time
to execute (around a second) and leaves you completely open to attack. The best
time to use it is when an opponent is on the ground, recovering from an attack.

--- [ Burst Mode ] ------------------------------------------------------------

Burst mode is initiated two characters attack at same time, and both use a
charge attack. After it starts, the two characters will then fight incredibly
fast, very much like in the anime. To assure you come out on top, you must spin
the right analog stick round wildly. The loser's health bar is reduced some a
little.

--- [ Charge Attacks ] --------------------------------------------------------

Attacks such as P + K are known as charge attacks. Charge attacks allow the
player to hold down a certain attack combination for a short period of time. If
you hold it long enough, you can make the attack break through guard status.

--- [ Guard Breakers ] --------------------------------------------------------

There are several attacks in the game that allow you to break through the guard
of an opponent. Dashing punches, dashing kicks, and P + K are a few examples of
attacks that will do this. After you break their guard status, they will be
momentarily stunned. Use this time to unleash a combo of punches or kicks, or
even use a skill.



===============================================================================
          4. Exciting Skill System                           [04EXSS]
===============================================================================

The ESS allows the player to quickly choose the Skills that he wants to use in
battle. These Skills fall into five categories:

SPECIAL CAPSULES:  Transformations, death moves, ultimate moves, etc.
PHYSICAL CAPSULES: Throws, multi-hitting ki blast attacks, etc.
SUPPORT CAPSULES:  Senzu Beans, stat modifiers, etc.
DRAGON BALLS:      Used to summon Shenron to wish for Breakthroughs.
SYSTEM CAPSULES:   Characters, game modes, etc.

Both Special and Physical Capsules can be put in your Capsule tray twice
(except for transformations and a few other ones) to increase the damage they
inflict.

You need to collect all seven Dragon Balls in order to summon Shenron. See the
Breakthroughs section for more details.

System Capsules are necessary to use certain characters or play certain modes.
Check out the Secrets and Unlockables section for more information on that.

One of the best things about the ESS is the ability to change Capsules to suit
your situation, and allows handicaps to be given to experienced players when
they fight novices relatively on par. Not only this, but you can test out
different combinations to decide on what best suits your fighting style, and
use them against your friends.

That's the basics of it. Let's get down to the more in-depth parts.

--- [ Capsule Tray ] ----------------------------------------------------------

The Capsule Tray is where you set your Capsules. There are seven slots in the
tray. Generally, this means that you can place seven Capsules in your tray.
However, some Capsules take up more than one slot (for example, Potential). In
this case, you need will need to make sacrifices when choosing your set.

Also, certain skills require other skills to be set in order for to use them.
For example, you cannot set Super Trunks (Trunks) until your set the Capsule
Super Saiyan (Trunks).

The same sort of thing applies to certain ultimate moves. For example you
cannot use Spirit Bomb (Cell) unless you have both Second Form (Cell) and
Perfect Form (Cell) in your tray. You must also be transformed into that status
as well to use the attack.

--- [ Activating Skills ] -----------------------------------------------------

There are three ways in which a skill can be activated during battle. They are:

1. As soon as the battle begins.
2. With the combo shown on the Skill Sheet.
3. When special conditions are met.

--- [ Skill Icons ] -----------------------------------------------------------

These are the little pictures that appear below all the self-explanatory stuff
on the Skill sheet. They are little circles representing a certain property of
a Skill. Now get ready to be amazed by the awesome power of my ASCII art.
Although they are exact representations of the real thing, they are as close as
possible as I could make them.

(P): Skill effect increases when set repeatedly. This means that it can be
     set up to two times for greater effect (for example, setting Galick Cannon
     twice will result in it doing greater damage).
( ): Skill is able to be traded with other players.
(/): Skill is unable to be traded between players.
(Z): Skill can only be used once per battle. Applies to Capsules like 1/3 Senzu
     Bean, Senzu Bean, Frieza's Spaceship, and a few others.
(#): The number of Capsules required to set the skill. In other words, how much
     space it takes up in your Capsule tray.

--- [ Attack/Defence Rating ] -------------------------------------------------

Most Support Capsules make you stronger during battle, and many do it by
increasing either your Attack or Defence rating. These are explained below.

ATTACK: This is a stat that can only be seen in the practice screen. This
figure determines the amount of damage you will do to an opponent with any and
all attacks (Capsules included). It starts of at a default of 100%, but stat
modifiers (like Potential and transformations) will make this rise by a set
amount. Also, each different stat modifier you set is cumulative, you can
set multiple ones for better effect.

DEFENCE: Like the attack stat, but it affects defence. It also starts at a
default of 100%, and is affected by Capsules like armour and vests. It reduces
damage done by a certain percentage (which, in most cases, is indicated on the
Skill Sheet). It is cumulative.

--- [ Rarity ] ----------------------------------------------------------------

Skills are rated with four levels of rarity. The power of effects increases
with rarity.

          Common   -->   Uncommon   -->   Rare   -->   Special Rare
          <-- EASY TO ACQUIRE              DIFFICULT TO ACQUIRE -->

As you might have guessed, it's the rarer Capsules that you want to get a hold
of, because they are generally better.

--- [ Acquring Capsules ] -----------------------------------------------------

In order to get the most enjoyment out of the game, and to actually be able to
compete against friends, you are going to have to get your own Capsules. See,
using "Normal" every time you select a character from the selection screen just
isn't going to cut it against tougher opponents. Therefore, you need to find a
way to get your own Capsules. In doing this, you will be able to customise your
character completely. There are two ways to acquire Skills:

STORY MODE: You receive Capsules after defeating opponents.
SKILL SHOP: You buy Capsules with the money you have earned in World Match.
            This is the best and most effective way of gaining Skills fast.

--- [ Skill Shop ] ------------------------------------------------------------

Here is the place you will be buying the majority of your Capsules. Mr. Popo,
that overweight, and seemingly bald mofo is the owner. But hey, he's cool.
Capsules can be purchased under several categories:

SPECIAL:     Buy a random Special Capsule for an amount of 2,000 zenie.
PHYSICAL:    Buy a random Physical Capsule for an amount of 2,000 zenie.
SUPPORT:     Buy a random Support Capsule for an amount of 2,000 zenie.
GAMBLE:      Buy a random Capsule (can fall into any of the four categories)
             for an amount of 3,000 zenie.
RECOMMENDED: The Capsule found here can be any of the four basic groups, but it
             is sold at the FULL price.

Depending on the price, buying Recommended can be good or bad. For instance,
buying say Frieza's Spaceship (which is 12,000 zenie) from  here would be stupid
when you can buy it from the Support range for a mere 2,000 zenie. However, you
have no real control over what Capsules are purchased from the Support
category. On the other hand, if you were to buy a Physical Capsule, which
normally cost 1,000 zenie, you would save 1,000 zenie over purchasing it from
the Physical category.

Don't like what your choices are? Then just exit and come back! Keep doing that
until you find what you want.

--- [ Customising The Ultimate Fighter ] --------------------------------------

When customising the ultimate fighter you need to take into consideration what
skills suit your fighting style best. Another thing to consider is how
different combinations of skill work together, (for example, Saiyan Blood and
1/3 Senzu Bean are an excellent combination).

In my opinion, at least one transformation should be in your tray (should the
character have one). This is because many characters require them to have
transformed to use their most powerful attack. Not only that, but
transformations raise your attack by 10%, and can break through guard status,
which can be a great help during battle.

Having a wide list of attacks is a wise idea. Don't limit yourself to just one.
Have at least two (in which case you might double stack a particularly good one
(for example, Galick Cannon or Buster Cannon) or three attacks - Special or
Physical, it doesn't matter.

Throw moves are highly underrated. Use them. They are an excellent attack
against opponents who constantly guard, because it ignores guard status.

Support Capsules make your fighter powerful. I highly recommend giving every
character Potential. Sure it takes up two slots, but the massive increase in
attack makes it well worth it. Capsules like Moonlight and Mixed Blood Power,
which also give good increases, are also highly recommended.

Defence raising Capsules make you tough to beat. Capsules like Bulma's Armour,
Improved Nanaomachine, Mysterious Vest, etc each give a massive 40% boost in
defensive power - meaning that it will take your opponent nearly 1.5 times as
long to beat you, if at all. Give them top priority when customising.

Don't discount Breakthroughs. For characters that have a wide choice of
abilities, a Breakthrough can do things that a regular custom setup cannot.
Most notably Goku, who has the largest skill base of any character. Not only
that, but his Special Capsules alone allow him to reach a 140% attack rating.
Certain characters however, who have a limited amount of skills, should stick
to a more custom design, and just increasing the power that their few attacks
do.

Well, that is all I will say on this matter. The best thing for you to do is to
just get out there and experiment for yourself, and use the setup that brings
you the most success.



===============================================================================
          5. Game Modes                                      [05GMDS]
===============================================================================

A simple description of each of the modes present within the game, for your
viewing pleasure. Nothing mind-blowingy detailed (does it need to be,
considering the game?), just a simple run-down of things.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          5.1. Story                                         [05STRY]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

I really don't see the point in giving a "walkthrough" for a fighting game,
seeing as how every battle is unique. If you want some help, I suggest checking
out the Fight Strategies section.

Basically, the story extends from Raditz's arrival on Earth to the final battle
with Cell. You will use a variety of characters, and have to face off against
different enemies. From time to time, you'll be asked to play a little
mini-game, some of which can be fun, and others which are not.

Lastly, once you have completed the story mode once, you can return and do all
the side episodes that you unlocked (see the Secrets and Unlockables section
for more details). From then on, you can pick any story episode you like and
replay it as many times as you wish.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          5.2. World Match                                   [05WMTH]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The World Match mode is your only source of zenie in the entire game. The zenie
you win from here can be used to purchase Capsules and Dragon Balls, and most
of the gameplay in Budokai will revolve around you constantly gaining zenie.
Not only that, but you can unlock two new characters by beating it on each
difficulty level. As you ascend through the rounds, your opponents will
gradually become harder.

NOVICE: This is the easiest of the three difficulties. You fight three battles,
and get 10,000 zenie for winning the final. You receive 5,000 zenie for a loss
in the final.

ADEPT: Medium difficulty. You fight four battles, and get 30,000 zenie for
winning the final. You receive 15,000 zenie for a loss in the final.

ADVANCED: Without doubt the hardest of them all. You fight five battles, and
get 50,000 zenie for winning the final. You receive 25,000 zenie for a loss in
the final. Winning the Advanced Tournament over and over is the fastest way to
make money. Only computer opponents may be seeded.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          5.3. Duel                                          [05DUEL]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This mode is just the standard multiplayer mode. You can fight your friends, or
optionally, a computer controlled opponent. They can even plug in their memory
card and used a custom built character in the fight. You only have the choice
of characters that Player 1 has stored on their memory card.

NOTE: Player 2 cannot use custom characters from Player 1's memory card. You
can try inserting the Player 1 memory card into slot 2, but there's a risk that
it may corrupt your game data.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          5.4. Practice                                      [05PRAC]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

In Practice mode, you can test out moves and perfect your fighting skills. It
is a one-player option only however.

This is basically a "free roam" screen where you have the freedom to do just
about anything. It gives you a variety of choices too. Your computer opponent
can be set to deflect/deflect-back ki blasts, guard, and even fight a never
ending match, in which you can set the difficulty level and opponent strength
without having to do it via the options menu. one of the good things about it,
is that you can never die or kill your opponent, because as soon as your
inflict damage or damage is inflicted upon you the life bar will automatically
refill.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          5.5. Legend of Mr. Satan                           [05LOMS]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The Legend of Mr. Satan mode is the game's comical mode. In it we see Mr. Satan
himself go up against the various Z fighters and Cell at the Cell Games. To
unlock this mode you need to unlock Mr. Satan first (see Secrets And
Unlockables section). After that, you just need to beat the Adept mode in World
Match, then go into Mr. Popo's shop and buy it (it should be the recommended
Capsule).

Legend of Mr. Satan mode can be fought on three different difficulty levels.
They are Novice, Adept, and Advanced. You'll need to choose one at the
beginning, like in World Match mode.

You will fight the opponents in this order: Yamcha, Tien, Krillin, Android #16,
Trunks, Vegeta, Piccolo, Cell Juniors (five of them), Goku, Gohan, and Cell.

Win, and you'll be treated to the cinematic experience of a lifetime... Okay,
maybe not.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          5.6. Edit Skills                                   [05EDIT]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Editing your Skills forms perhaps the largest part of the game. The Exciting
Skill System is one of the unique elements that sets Budokai apart from other
fighting games.

It requires the use of Capsules, some that give you new moves to execute, and
some which effect your stats, in your Capsule tray. You can set a maximum of
seven Capsules in your tray. Most Capsules require only one slot, but quite a
few (usually the better ones) take up more room.

To edit your skills, you need to do the following:

1. Go into the "Edit Skills" option (the five-star Dragon Ball).
2. Choose the memory card.
3. Choose a character.
4. You can now select from a list of available Capsules what to outfit on that
   particular character. Generally speaking, the best Capsule for each
   character is their Breakthrough.

Now, in order to get the best possible performance out of your fighters, you're
going to have to outfit them with the best Capsules. Generally speaking, the
Breakthrough is probably each character's best set, because it gives you the
largest variety of moves. Some people, however, like to use a custom setup. The
best way to understand what kind of setup suits you is to try different things.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          5.7. Game Options                                  [05OPTN]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Entering the Game Options menu gives you a variety of choices that can alter
the look and play of the game. Here you are able to customise Budokai to suit
your personal satisfaction and fighting ability.

--- [ Game Options ] ----------------------------------------------------------

GAME DIFFICULTY: Choose from Very Easy, Easy, Normal, Hard, or Very Hard. This
determines how hard the game is. Doesn't really take a genius to figure that
out.

COM DIFFICULTY: Choose from Very Weak, Weak, Normal, Strong, or Very Strong.
This determines how good a fighter your opponents are.

DUEL TIME: Select the length of time you wish for a fight to go on.

QUICK START: Checking this option just makes certain parts of the game move
along faster. It is recommended that you have Quick Start on.

--- [ Save/Load ] -------------------------------------------------------------

SAVE GAME DATA: Exactly what it says. This will save your current game
progress.

LOAD GAME DATA: Again, pretty self-explanatory. This loads your saved game
progress.

NOTE: You cannot save the progress from one of your memory cards to another.
You must use the same memory card ALL the time. Attempting to switch memory
cards before the save will only result in a message telling you that you can't
do it. Not only that, but copying of game data through the "Browser" menu of
your PS2 is prohibited.

--- [ Controller ] ------------------------------------------------------------

CONTROLLER: In this section, you are given the option to choose from two
possible controller setups, or even customise your own. It's just a simple
matter of pressing left or right to switch between choices. When it comes to a
custom setup, just hold down the button you wish to set an action and then
press left or right to cycle through the possible choices.

VIBRATION: Turning this on will make your controller vibrate when you hit/get
hit (by) an opponent. It's recommended that this feature be turned on, as it's
a good indication of when your moves are connecting.

--- [ Screen ] ----------------------------------------------------------------

BRIGHTNESS CONTROL: This option allows you to set screen brightness for the
game. Move the light from left to right to make things darker or lighter
respectively.

ADJUST SCREEN: Using this option, you can move certain screen elements (like
the health/ki bar, etc) to different positions, as well as moving the entire
screen. In order to do these things, you need to hold the button marked on the
screen. While continuing to hold the button down, use left, right, up, and
down to move that particular element. X moves the entire screen, Square moves
the Player 1 Capsules, Circle moves the Player 2 Capsules, and Triangle moves
the health/ki bar.

--- [ Sound ] -----------------------------------------------------------------

SPEAKER: Switch between stereo and mono. Not surprisingly, stereo, gives far
superior sound. That being said, not all TV's support stereo, and only have
one speaker. Those TV's will require you to change the speaker settings. But
in all honestly, I think you had just better get off your lazy ass and buy a
new TV...

MUSIC VOLUME: Self-explanatory? I think so. Moving the bar to the right will
make music louder, and to the left makes it softer.

VOICE/SFX VOLUME: This controls how loud the voice-acting and sound effects
(noises like punching, kicking, etc) are. Again, moving the bar to the right
will make them louder, and to the left makes it softer.

--- [ Langauge ] --------------------------------------------------------------

This option allows you to simply switch between one of five different
languages. Although the voice acting will remain Japanese, the subtitles and
text in menu's and such will be changed to the language you select. As a
helpful guide, a flag is displayed next to each language to serve as an
indication of what the language really is. Aren't the developers nice?
You can choose between English, French, German, Italian, and Spanish.



===============================================================================
          6. Secrets & Unlockables                           [06SCRT]
===============================================================================

--- [ New Characters ] --------------------------------------------------------

You start off the game with a paltry sum of five characters. You unlock new
ones by progressing through the Story mode.

TEEN GOHAN:     Beat "A Warrior Beyond Goku" episode.
GREAT SAIYAMAN: Beat Advanced World Match, then buy from the Capsule Store.
RADITZ:         Beat "Mysterious Alien Attack" episode.
NAPPA:          Beat "Goku's Quiet Fury" episode.
VEGETA:         Beat "Show's Gohan True Power" episode.
TRUNKS:         Beat "Perfect Form Cell Complete!" episode.
YAMCHA:         Beat "A Cold-Blooded Assassin" episode.
MR. SATAN:      Beat Adept World Match, then buy from the Capsule Store.
DODORIA:        Beat "Vegeta's Attack!" episode.
ZARBON:         Beat "Vegeta's Attack!" episode.
RECOOME:        Beat "Goku's Arrival!" episode.
GINYU:          Beat "Goku's Arrival!" episode.
FRIEZA:         Beat "A Quiet But Fierce Battle" episode.
ANDROID #16:    Beat "Aim For Perfect Form!" episode.
ANDROID #17:    Beat "Sneaky Cell" episode.
ANDROID #18:    Beat "Super Saiyan Vegeta" episode.
ANDROID #19:    Beat "Super Saiyan Vegeta" episode.
CELL:           Beat "The Final Battle!" episode.

--- [ New Story Episodes ] ----------------------------------------------------

After you successfully complete the Story mode once, there will be a wealth of
new episodes that you can play. Playing these new episodes often results in
unlocking new characters.

--- [ Adept World Match ] -----------------------------------------------------

To unlock Adept World Match, beat the Novice level of World Match, then buy the
Adept Capsule from the Skill Shop. It should be in the "Recommended" category.

--- [ Advanced World Match ] --------------------------------------------------

To unlock Advanced World Match, beat the Adept level of World Match, then buy
the Advanced Capsule from Skill Shop. It should be in the "Recommended"
category.

--- [ Legend of Mr. Satan Mode ] ----------------------------------------------

You can unlock this mode by beating Adept World Match, then buying the Legend
of Mr. Satan Mode Capsule from the Capsule Store. For more information on
Legend of Mr. Satan Mode, be sure to check the Legend o Mr. Satan Mode section.

--- [ Arena Destroyers ] ------------------------------------------------------

Arenas will turn to large crater's after you use certain ultimate moves on
them. NOTE: The World Match arena and the Time and Soul Room are not affected.

--- [ Secret Arena Areas ] ----------------------------------------------------

In the Grassland, Valley Plains, Rock Mountain, Namek, Islands, and Kami's
Lookout levels, it is possible to knock your opponent (or to be knocked by your
opponent) into another part of the arena.

--- [ Alternate Costumes ] ----------------------------------------------------

When at the character selection screen, press Square or Circle instead of X and
the character of choice will be wearing a different costume during battle.

--- [ Alternate Arenas ] ------------------------------------------------------

Press either Square or Circle when selecting the Cell Games Ring or the Valley
Plains arenas, and you will fight in a different version of it.

--- [ Dragon Radar ] ----------------------------------------------------------

On the load screen, you can see the dragon radar. You can manipulate it by
using the left analog stick to move the radar from side to side. Pressing in
the analog stick will return it to normal.

--- [ Different Backgrounds ] -------------------------------------------------

For each saga that you beat, you get a new background at the title screen. There
are a total of four (one for each saga plus the original one).

--- [ Playing With Characters ] -----------------------------------------------

You can change the look of the characters in the capsule selection screen (or
the Edit Skills screen). The left analog stick moves the character around on
his/her axis. The right analog stick moves the position of the lighting. L1
zooms in, while L2 zooms out. R1 switches between the characters costumes, and
finally, R2 switches between that characters transformations (if applicable).



===============================================================================
          7. Breakthroughs                                   [07BRKT]
===============================================================================

Breakthroughs are each characters ultimate Capsule. Each Breakthrough allows
The use of the selected characters Special and Physical Capsules (including
transformations), and has the effect of stacking the Capsule twice.

--- [ Basics ] ----------------------------------------------------------------

Take for example Trunks, who's Special and Physical Capsules are the following:

- Super Saiyan (Trunks)
- Super Trunks (Trunks)
- Super Trunks2 (Trunks)
- Buster Cannon (Trunks)
- Finish Buster (Trunks)
- Burning Attack (Trunks)
- Blast Attack (Trunks)
- Energy Burst (Trunks)
- Meteor Break (Trunks)
- Rapid Fall Slash (Trunks)

That is a total of 10 Capsules when set normally. Using a Breakthrough, he will
have all of these abilities, but "double stacked" like the ESS normally allows.
Giving you:

- Super Saiyan (Trunks)
- Super Trunks (Trunks)
- Super Trunks2 (Trunks)
- Buster Cannon (Trunks) x2
- Finish Buster (Trunks) x2
- Burning Attack (Trunks) x2
- Blast Attack (Trunks) x2
- Energy Burst (Trunks) x2
- Meteor Break (Trunks) x2
- Rapid Fall Slash (Trunks) x2

This is a total of 17 Capsules.

NOTE: Transformations are not double stacked. Transformations give a 10%
increase in attack. Using a Breakthrough will not make it give a 20% increase
in attack.

What's the catch? Well, you are unable to set any Support Capsules to boost
your character's stats. So, if your character has a great line up of abilities,
but a pretty average assortment of Support Capsules, this might just the way to
go for you.

--- [ Acquring Breakthroughs ] ------------------------------------------------

So, how do we get these great Capsules you ask? Well, in order to do that, you
need to collect all seven Dragon Balls. After you do that, you can summon
Shenron, and he will grant you with three randomly chosen characters. You must
choose one of these three, and he will give you the Breakthrough for that
particular character.

The most effective method is to simply buy nine of every other Capsule you can
get. As nine is the maximum amount of one Capsule you can get, after you get
nine, it will cease to show up in Mr. Popo's shop. So, that means you need to
get nine of every Special, Physical, and Support Capsule in the game.
Completing the story mode helps a bit, as doing this gives you a few Capsules.
Basically, you need to keep winning the Advanced World Match and using the
money you get to buy Capsules.

First up, Special Capsules. We'll get these first, as there are less of them
than anything else. Buy the majority of them from the Support category, that
way will save you tens of thousands of zenie over buying Recommended
(Recommended sells for full price, while Support gives you an excellent
discount overall). However, if there is a Support Capsule in the Recommended
category for 1,000 zenie, feel free to buy it. Get nine of each.

Now for Physical Capsules. Get every one of these out of the Recommended
category. Every one. Each Physical Capsule is only worth 1000 full price, so
why pay 2,000 zenie for it? Once again, get nine of each one.

As for Special Capsules, any Capsule 2,000 zenie and under should be bought
through the Recommended group. All others should be bought under the Special
category. Again, get nine of each one.

Well, well, well. You've stuck in there, and now is the time to reap the
rewards. Get all seven Dragon Balls from the Gamble category (saves you 5,000
zenie over buying Recommended). Summon Shenron. Choose the character you want
to have the Breakthrough (don't worry which character it is for, you'll have
all 23 very soon anyway).

Finally, if you get bored of having to fight over and over again, you can use
the Viral Heart Disease and Vaccine trick. Firstly, acquire both these
Capsules. Then equip them on a character, set the battle timer in the Options
menu to 30 seconds, and then just guard your way through each battle. Make sure
you keep away from the sides though, you won't block EVERY hit.

Well now, we now have nine of every Capsules in the game, and everyone's
Breakthrough. You've pretty much finished Budokai now. Only thing left to do
now is sharpen those skills of yours for when you fight your friends.



===============================================================================
          8. Fight Strategies                                [08STRT]
===============================================================================

What would a FAQ/Move List be without fight strategies I ask you? Most of these
are just observations and things I've tried to implement in my game. I'm not
saying they are all for you, but try to take something from them. They may well
make you a better player.

- As I've said in the Controls section, be sure to assign functions to the
  shoulder buttons. Otherwise they are completely wasted, when in actual fact
  they can be amazingly useful. To reiterate: set L1 to K + G, L2 to
  P + K + G + E (taunt), R1 to P + K + G (transform) and R2 to P + G (throw).

- When fighting in the World Match arena, the easiest way to end a match is to
  knock your opponent out of the ring. This can be accomplished by backing your
  opponent next the outer limits of the ring, and using a simple dash move to
  send them flying. However, be careful they don't side-step you and then
  inflict that punishment on you.

- When fighting in the World Match arena, stay away from the side of the ring.
  If you look like you are getting close, make sure to side-step away at the
  nearest chance. If you don't, all it takes is a simple dash attack to knock
  you out of the ring.

- Knock opponents into walls, it does extra damage. Knocking them THROUGH
  walls, though not always possible, does major damage.

- Using short characters is a relatively easy way of winning. Many of the tall
  characters' hits will go right over your characters head, leaving the
  opponent exposed and vulnerable to attack.

- For quick wins, nothing beats the Viral Heart Disease + Vaccine combo. All
  you need to do is equip them both on a character and your opponents health
  will steadily drain away. Just fight normally and you'll win in no time. If
  you want to make things even easier, then set the round time to 30 minutes
  and then use short characters like Kid Gohan, Teen Gohan or Krillin. In your
  remaining Capsule slots, customise Super Holy Water with some form of armour.
  Attacks are rather unnecessary, but feel free to equip one or two.

- I suggest beefing up defence skills with a double-stacked death move. This
  makes your character extremely resistant to attack, but also makes their
  particularly easy death move easy to accomplish, while doing extra large
  damage.

- If a character has a transformation, use it. They are excellent ways to turn
  the tide of a battle, as they allow stronger moves to be used (sometimes), as
  well as giving you a handy increase in attack.

- Death moves are always handy in that they use small ki, are easy to pull off,
  and will deal damage even if guarded against (except in rare cases).
  Double-stack some of the stronger ones with Galick Cannon and Buster Cannon,
  and battles can be over in just a few hits.

- Ultimate moves are costly in terms of ki, and sometimes hard to pull off, but
  if you can get them right, they deal massive damage. I suggest practicing the
  use of ultimate moves in Practice mode.

- Don't limit yourself to using the same moves over and over when fighting a
  human opponent. It becomes very predictable, and your opponent will soon
  catch on and figure out a way to avoid it.

- If you feel yourself in need of some time to think, dash away from your
  opponent. Give yourself some time to re-gather your thoughts and plan your
  next line of attack.

- When up against a defensive opponent, use and abuse the throw move. Defensive
  opponents tend to stay in the one spot for a long time, giving you ample time
  to pull off a throw. What's better, is that it can't be guarded against AND
  it doesn't use any ki.

- Transformations make excellent guard breakers. When possible, get close to an
  opponent and then transform. They will be temporarily stunned, and if they
  are near the edge of the ring, use a dash attack to knock them out.

- Mix up your punches and kicks. It makes you less predictable. Also, make sure
  to use different combos for the whole match, not just the say PPPPE combo
  over and over again. Predicting the attacks of an opponent is the easiest way
  to block them.

- Don't play defensive the entire match. Offence really is the best method of
  defence in this game. Playing defensive only draws out the inevitable - your
  loss. Only real time you should be defending is when the enemy is attacking.
  When they aren't, you should be either attacking, powering up, taunting, or
  whatever.

- If you go for a character with moves rather than Support Capsules, make sure
  to give them a good variety of moves to choose from. Or, even better, use
  their Breakthrough.

- If you are fighting a character who never seems to stop attacking, just be
  patient with them. They probably won't have much skill, so just block their
  attacks, and counter with your own immediately after they finish a combo.
  THAT is when they are most vulnerable.

- Build your ki whenever you get the chance. It allows you to keep using your
  moves. The best time for ki building is when your opponent is on the ground.

- In order to break the opponents guard status, use a dashing punch or a
  dashing kick. They can be done simply, just double press a direction (left or
  right, depending on the location of the opponent) and when the opponent is
  close, just press punch or kick. Your character will perform a dashing punch
  or kick respectively. Not only do they break guard status, but they are also
  good for launching opponents into the air, or sending them far away, into
  walls and hidden areas.

- Frieza and Great Saiyaman are special in that they have the ability to
  teleport rather than sidestep. These make them especially good fighters, as
  they can move around a lot more freely. It allows them to move behind an
  opponent quickly and easily, so you can give them a combo in the back,
  dealing extra damage.



===============================================================================
          9. Capsule Encyclopedia                            [09CPSL]
===============================================================================

This part of the guide makes up the largest part of the guide, so you'll have
to bear with me here. I've listed the Capsules in a universal list, rather than
by character, to prevent redundancy. The Capsules are listed by order of
character (the same order as can be found in the "Edit Skills" screen). I
highly suggest you use the search feature to move between Special, Physical,
and Support Capsules far more easily (see the Table of Contents).


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          9.1. Special Capsules                              [09SPCL]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-------------------------------------------------------------------------------
          KING KAI FIST x2 (GOKU)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 2 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 2 ki gauges.
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          KING KAI FIST x5 (GOKU)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 3 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 3 ki gauges.
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
NOTE:              Requires King Kai Fist x2 Skill to use.
-------------------------------------------------------------------------------
          KING KAI FIST x10 (GOKU)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 4 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 4 ki gauges.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
NOTE:              Requires King Kai Fist x5 Skill to use.
-------------------------------------------------------------------------------
          SUPER SAIYAN (GOKU)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 5 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 5 ki gauges.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Requires King Kai Fist x10 Skill to use.
-------------------------------------------------------------------------------
          KAMEHAMEHA (GOKU)
FIRING CONDITIONS: PPPPE or ->KPPPE or P->PPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          WARP KAMEHAMEHA (GOKU)
FIRING CONDITIONS: PPKKE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          SPIRIT BOMB (GOKU)
FIRING CONDITIONS: ->PPPKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Must be at King Kai Fist x10 (not Super Saiyan) to use.
-------------------------------------------------------------------------------
          UNLOCK POTENTIAL (KID GOHAN)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 3 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 3 ki gauges.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          MASENKO (KID GOHAN)
FIRING CONDITIONS: ->PP->PPE or KK->KKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          KAMEHAMEHA (KID GOHAN)
FIRING CONDITIONS: PPPPE or PP<-PPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          SUPER SAIYAN (TEEN GOHAN)
EFFECT:           Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 4 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 4 ki gauges.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          SUPER SAIYAN 2 (TEEN GOHAN)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 5 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 5 ki gauges.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Requires Super Saiyan Skill to use.
-------------------------------------------------------------------------------
          KAMEHAMEHA (TEEN GOHAN)
FIRING CONDITIONS: PPPPE or PP<-PPE or ->PP->PPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          SUPER KAMEHAMEHA (TEEN GOHAN)
FIRING CONDITIONS: KK->KKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
                   health. They are easy to learn and use in battle, and have
NOTE:              Must be Super Saiyan 2 to use.
-------------------------------------------------------------------------------
          JUSTICE PUNCH (GREAT SAIYAMAN)
FIRING CONDITIONS: PPPPE or ->KPPPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          JUSTICE KICK (GREAT SAIYAMAN)
FIRING CONDITIONS: PPKKE or KK->K->KE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
                   guarding (except in some rare cases).
-------------------------------------------------------------------------------
          DOUBLE SUNDAY (RADITZ)
FIRING CONDITIONS: PPPPE or ->KKPPE or PP<-PPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          SATURDAY CRUSH (RADITZ)
FIRING CONDITIONS: P->PPE or ->PPPKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          BREAK CANNON (NAPPA)
FIRING CONDITIONS: PPPPE or ->KKK<-KE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          BOMBER DX (NAPPA)
FIRING CONDITIONS: ->P->PP->PE or ->KPP<-PE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          SUPER SAIYAN (VEGETA)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 4 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 4 ki gauges.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          SUPER VEGETA (VEGETA)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 5 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 5 ki gauges.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Requires Super Saiyan Skill to use.
-------------------------------------------------------------------------------
          GALICK CANNON (VEGETA)
FIRING CONDITIONS: PPPPE or ->KPPPE or P->PPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          FINAL FLASH (VEGETA)
FIRING CONDITIONS: PPKKE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          BIG BANG ATTACK (VEGETA)
FIRING CONDITIONS: ->PPPKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Must be Super Saiyan to use.
-------------------------------------------------------------------------------
          SUPER SAIYAN (TRUNKS)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 3 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 3 ki gauges.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          SUPER TRUNKS (TRUNKS)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 4 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 4 ki gauges.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Requires Super Saiyan Skill to use.
-------------------------------------------------------------------------------
          SUPER TRUNKS2 (TRUNKS)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 5 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 5 ki gauges.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Requires Super Trunks Skill to use.
-------------------------------------------------------------------------------
          BUSTER CANNON (TRUNKS)
FIRING CONDITIONS: PPPPE or PP<-PPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          FINISH BUSTER (TRUNKS)
FIRING CONDITIONS: P->PPE or KK->K->KPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          BURNING ATTACK (TRUNKS)
FIRING CONDITIONS: ->PPPKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Must be Super Saiyan to use.
-------------------------------------------------------------------------------
          UNLOCK POTENTIAL (KRILLIN)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 3 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 3 ki gauges.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          KAMEHAMEHA (KRILLIN)
FIRING CONDITIONS: PPPPE or PP<-PPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          DESTRUCTO DISK (KRILLIN)
FIRING CONDITIONS: KK->KKE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
NOTE:              Must have Unlocked Potential to use.
-------------------------------------------------------------------------------
          KI BLAST CANNON (TIEN)
FIRING CONDITIONS: P->PPE or KK->K->KPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          DODOMPA (TIEN)
FIRING CONDITIONS: PPPPE or ->KPPPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          VOLLEYBALL FIST (TIEN)
FIRING CONDITIONS: ->PPPKE
KI GAUGES USED:    3
CAPSULE SLOTS:     2
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          WOLF FANG FIST (YAMCHA)
FIRING CONDITIONS: PPPPE or ->PPPPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          KAMEHAMEHA (YAMCHA)
FIRING CONDITIONS: ->KPPPE or P->PPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          HIGH TENSION (MR. SATAN)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 4 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 4 ki gauges.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          DYNAMITE KICK (MR. SATAN)
FIRING CONDITIONS: PPPPE or ->PPPPE or ->PPPKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          SATAN SPECIAL (MR. SATAN)
FIRING CONDITIONS: ->KPPPE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Must be High Tension to use.
-------------------------------------------------------------------------------
          PRESENT FOR YOU (MR. SATAN)
FIRING CONDITIONS: KK->K->KE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          SYNC WITH NAIL (PICCOLO)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 4 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 4 ki gauges.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          FUSE WITH KAMI (PICCOLO)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 5 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 5 ki gauges.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Requires Sync With Nail Skill to use.
-------------------------------------------------------------------------------
          DESTRUCTIVE WAVE (PICCOLO)
FIRING CONDITIONS: PPPPE or ->P->PP->PE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          LIGHT GRENADE (PICCOLO)
FIRING CONDITIONS: PP<-PPE or KK->KPP<-PE
KI GAUGES USED:    1/2
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
                   guarding (except in some rare cases).
NOTE:              Must be Fused with Kami to use.
-------------------------------------------------------------------------------
          SPECIAL BEAM CANNON (PICCOLO)
FIRING CONDITIONS: ->PPP<-PE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          HELLZONE GRENADE (PICCOLO)
FIRING CONDITIONS: KKK->KE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
                   health. They are easy to learn and use in battle, and have
NOTE:              Must be Fused with Kami to use.
-------------------------------------------------------------------------------
          DODORIA BEAM (DODORIA)
FIRING CONDITIONS: PPPPE or ->KPPPE or P->PPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          MONSTER FORM (ZARBON)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 4 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 4 ki gauges.
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          POSSIBILITY CANNON (ZARBON)
FIRING CONDITIONS: PPPPE or PP<-PPE or ->KPP<-PE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          RECOOME ERASER GUN (RECOOME)
FIRING CONDITIONS: PPPPE or ->P->PP->PE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          RECOOME BOMBER (RECOOME)
FIRING CONDITIONS: ->KKK<-KE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          SPECIAL FIGHTING POSE 3 (RECOOME)
EFFECT:            Raises your attack by 5% to a maximum of 15% (3 times).
FIRING CONDITIONS: PP<-PPPE or ->KKKKE
EFFECT DURATION:   Lasts until end of battle.
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          SPECIAL FIGHTING POSE 4 (RECOOME)
EFFECT:            Raises your defence by 5% to a maximum of 15% (3 times).
FIRING CONDITIONS: KKKKE or ->P->PPPE
EFFECT DURATION:   Lasts until end of battle.
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          MILKY CANNON (GINYU)
FIRING CONDITIONS: PPPPE or ->KPPPE or P->PPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          BODY CHANGE (GINYU)
FIRING CONDITIONS: ->PPPKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          SPECIAL FIGHTING POSE 1 (GINYU)
EFFECT:            Raises your attack by 5% to a maximum of 15% (3 times).
FIRING CONDITIONS: PPKKE or KK<-KE
EFFECT DURATION:   Lasts until end of battle.
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          SPECIAL FIGHTING POSE 2 (GINYU)
EFFECT:            Raises your defence by 5% to a maximum of 15% (3 times).
FIRING CONDITIONS: PPK->KE or KKKKE
EFFECT DURATION:   Lasts until end of battle.
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          FINAL FORM (FRIEZA)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 4 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 4 ki gauges.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          FINAL FORM 100% (FRIEZA)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 5 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 5 ki gauges.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
NOTE:              Requires Final Form Skill to use.
-------------------------------------------------------------------------------
          DEATH BEAM (FRIEZA)
FIRING CONDITIONS: PPPPE or ->KPPPE or P->PPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          DEATH BALL (FRIEZA)
FIRING CONDITIONS: ->PPPKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Must be at Final Form to use.
-------------------------------------------------------------------------------
          ROCKET PUNCH (ANDROID #16)
FIRING CONDITIONS: ->PPPE or ->KPP<-PE or PP<-PPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          HELL FLASH (ANDROID #16)
FIRING CONDITIONS: ->P->PPE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          POWER BLITZ (ANDROID #17)
FIRING CONDITIONS: PPPPE or ->KPPPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          ENERGY FIELD (ANDROID #17)
FIRING CONDITIONS: P->PPE or ->PPPKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          POWER BLITZ (ANDROID #18)
FIRING CONDITIONS: PPPPE or ->KPPPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          ENERGY FIELD (ANDROID #18)
FIRING CONDITIONS: P->PPE or ->PPPKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          PHOTON SHOT (ANDROID #19)
FIRING CONDITIONS: PPPPE or ->KKPPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          LIFE DRAIN (ANDROID #19)
FIRING CONDITIONS: PP->PE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          SECOND FORM (CELL)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 3 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 4 ki gauges.
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          PERFECT FORM (CELL)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 4 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 4 ki gauges.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
NOTE:              Requires Second Form Skill to use.
-------------------------------------------------------------------------------
          PERFECT FORM (POWER-WEIGHTED) (CELL)
EFFECT:            Increases attack by 10%, putting a constant drain on ki.
FIRING CONDITIONS: P + K + G @ 5 ki gauges
EFFECT DURATION:   Lasts until end of battle or character goes down with less
                   than 5 ki gauges.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Requires Perfect Form Skill to use.
-------------------------------------------------------------------------------
          KAMEHAMEHA (CELL)
FIRING CONDITIONS: PPPPE or ->KKP<-PE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          SPIRIT BOMB (C.ELL)
FIRING CONDITIONS: ->P->PPKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Must be at Perfect Form to use.
-------------------------------------------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          9.2. Physical Capsules                             [09PHYS]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-------------------------------------------------------------------------------
          ZANKU FIST (GOKU)
FIRING CONDITIONS: KK->KKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          CONTINUOUS KAMEHAMEHA (GOKU)
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          DRAGONTHROW (GOKU)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          SUPER DRAGON FIST (GOKU)
FIRING CONDITIONS: ->KKKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          KILLQUICK (KID GOHAN)
FIRING CONDITIONS: ->PPKKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          CONTINUOUS KI BLAST WAVE (KID GOHAN)
FIRING CONDITIONS: PPKKE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          HURRICANE KICK (KID GOHAN)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          INSTANT KILLQUICK (TEEN GOHAN)
FIRING CONDITIONS: ->PPKKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          HIGH-SPEED HAMMER (TEEN GOHAN)
FIRING CONDITIONS: PPKKE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          JACKHAMMER (TEEN GOHAN)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          FIERCE RANMA (TEEN GOHAN)
FIRING CONDITIONS: KK<-KE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          JUSTICE FINISHER (GREAT SAIYAMAN)
FIRING CONDITIONS: KK->KKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          JUSTICE FLASH (GREAT SAIYAMAN)
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          JUSTICE DYNAMITE (GREAT SAIYAMAN)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          JUSTICE CARNIVAL (GREAT SAIYAMAN)
FIRING CONDITIONS: ->KKKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          EXCITING YEAR (RADITZ)
FIRING CONDITIONS: KK->KKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          WEEKLY SPECIAL (RADITZ)
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          DAY CRUSH (RADITZ)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          DYNAMITE MONDAY (RADITZ)
FIRING CONDITIONS: ->KKKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          GIANT ATTACK (NAPPA)
FIRING CONDITIONS: KKK->KE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          MEGATON THROW (NAPPA)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          BREAKSTORM (NAPPA)
FIRING CONDITIONS: PPKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          FINAL BASH (VEGETA)
FIRING CONDITIONS: KK->KKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          METEOR FLASH (VEGETA)
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          NOSE DIVE CRASH (VEGETA)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          METEOR BREAK (VEGETA)
FIRING CONDITIONS: ->KKKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          BLAST ATTACK (TRUNKS)
FIRING CONDITIONS: KK->KKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          ENERGY BURST (TRUNKS)
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          RAPID FALL SLASH (TRUNKS)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          METEOR BREAK (TRUNKS)
FIRING CONDITIONS: ->KKKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          ZANKU FIST (KRILLIN)
FIRING CONDITIONS: ->PPKKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          JACKHAMMER (KRILLIN)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          BERSERK FIST (KRILLIN)
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          JACKHAMMER FIST FLASH (TIEN)
FIRING CONDITIONS: KK->KKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          DOMINATION BLAST (TIEN)
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          JACKHAMMER FIST (TIEN)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          MACHINEGUN FIST (TIEN)
FIRING CONDITIONS: ->KKKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          WOLF SLICE FIST (YAMCHA)
FIRING CONDITIONS: KK->KKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          WOLF FANG BLAST (YAMCHA)
FIRING CONDITIONS: ->PPPKE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          TIGER JACKHAMMER (YAMCHA)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          SATAN CRITICAL ATTACK (MR. SATAN)
FIRING CONDITIONS: P->PPE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          SATAN MIRACLE BOMBER (MR. SATAN)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          SATAN ULTRA DYNAMITE (MR. SATAN)
FIRING CONDITIONS: ->KKKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          INSTANT KILLQUICK (PICCOLO)
FIRING CONDITIONS: PPKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          DEMON ROUNDHOUSE (PICCOLO)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          FIERCE RANMA (PICCOLO)
FIRING CONDITIONS: ->KKKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          DODORIA ULTRA SPIKE (DODORIA)
FIRING CONDITIONS: KK->KKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          DODORIA BIG BLASTER (DODORIA)
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          DODORIA TYPHOON (DODORIA)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          HYPER ELEGANT MAGNUM (ZARBON)
FIRING CONDITIONS: PPKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          SUPER BEAUTIFUL ARROW (ZARBON)
FIRING CONDITIONS: ->P->PPE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          MISSING SCREW (ZARBON)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          EXTRA GRACEFUL CANNON (ZARBON)
FIRING CONDITIONS: ->KKKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          RECOOME BUSTER MAGNUM (RECOOME)
FIRING CONDITIONS: KKK->KE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          RECOOME MAX VULCAN (RECOOME)
FIRING CONDITIONS: ->PPKE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          RECOOME HYPER SWING (RECOOME)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          PROCESSED POWER CRUSH (GINYU)
FIRING CONDITIONS: KK->KKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          PARMESAN SHOWER (GINYU)
FIRING CONDITIONS: ->PPKE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          GINYU STRIKE (GINYU)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          GINYU SPECIAL (GINYU)
FIRING CONDITIONS: ->KKKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          FRIEZA NIGHTMARE (FRIEZA)
FIRING CONDITIONS: KK->KKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          KILLER BALL (FRIEZA)
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          METEOR CRUSH (FRIEZA)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          EVIL DANCE (FRIEZA)
FIRING CONDITIONS: ->KKKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          DEVIL CRUSH (ANDROID #16)
FIRING CONDITIONS: PPKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          KILLING NECK THROW (ANDROID #16)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          FINISHING SPLASH (ANDROID #16)
FIRING CONDITIONS: ->KKKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          POWER STRIKE (ANDROID #17)
FIRING CONDITIONS: KK->KKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          POWER FALLING STAR (ANDROID #17)
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          BUSTER SWING (ANDROID #17)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          POWER STRIKE (ANDROID #18)
FIRING CONDITIONS: KK->KKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          POWER FALLING STAR (ANDROID #18)
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          BUSTER SWING (ANDROID #18)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          POWER BREAK (ANDROID #19)
FIRING CONDITIONS: KK->KKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          CYBERNETIC PAIN (ANDROID #19)
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          ROLLING CRUSH (ANDROID #19)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          ULTIMATE ATTACK (CELL)
FIRING CONDITIONS: PPKE
KI GAUGES USED:    1
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          NEGATIVE POWER RAIN (CELL)
FIRING CONDITIONS: KKK->KE
KI GAUGES USED:    2
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          LASSO (CELL)
FIRING CONDITIONS: P + G
KI GAUGES USED:    0
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------
          CYBERNETIC RADAR (CELL)
FIRING CONDITIONS: ->KKKE
KI GAUGES USED:    3
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
-------------------------------------------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          9.3. Support Capsules                              [09SPRT]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-------------------------------------------------------------------------------
          1/3 SENZU BEAN
EFFECT:            Regains 1/3 of health and 1 ki gauge.
FIRING CONDITIONS: When health reaches zero.
CAPSULE SLOTS:     1
COST:              6,000 zenie
RARITY:            Uncommon
NOTE:              Cannot be used in conjunction with Senzu Bean.
-------------------------------------------------------------------------------
          SENZU BEAN
EFFECT:            Regains full health and 7 ki gauges.
FIRING CONDITIONS: When health reaches zero.
CAPSULE SLOTS:     3
COST:              10,000 zenie
RARITY:            Rare
NOTE:              Cannot be used in conjunction with 1/3 Senzu Bean.
-------------------------------------------------------------------------------
          FRIEZA'S SPACESHIP
EFFECT:            Regains full health and 7 ki gauges.
FIRING CONDITIONS: When health reaches zero.
CAPSULE SLOTS:     4
COST:              12,000 zenie
RARITY:            Special Rare
NOTE:              1/3 Senzu Bean or Senzu Bean takes precedence if also
                   equipped.
-------------------------------------------------------------------------------
          GENERAL VEST
EFFECT:            Raises defence by 10%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
NOTE:              Cannot be used in conjunction with another vest.
-------------------------------------------------------------------------------
          TRAINING VEST
EFFECT:            Raises defence by 20%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     2
COST:              2,000 zenie
RARITY:            Uncommon
NOTE:              Cannot be used in conjunction with another vest.
-------------------------------------------------------------------------------
          STURDY VEST
EFFECT:            Raises defence by 30%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     3
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Cannot be used in conjunction with another vest.
-------------------------------------------------------------------------------
          MYSTERIOUS VEST
EFFECT:            Raises defence by 40%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     4
COST:              8,000 zenie
RARITY:            Special Rare
NOTE:              Cannot be used in conjunction with another vest.
-------------------------------------------------------------------------------
          NORMAL EVIL TRIBE UNIFORM
EFFECT:            Raises defence by 10%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
NOTE:              Cannot be used in conjunction with another uniform.
-------------------------------------------------------------------------------
          EVIL TRIBE TRAINING UNIFORM
EFFECT:            Raises defence by 20%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     2
COST:              2,000 zenie
RARITY:            Uncommon
NOTE:              Cannot be used in conjunction with another uniform.
-------------------------------------------------------------------------------
          EVIL TRIBE STURDY UNIFORM
EFFECT:            Raises defence by 30%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     3
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Cannot be used in conjunction with another uniform.
-------------------------------------------------------------------------------
          EVIL TRIBE MYSTERY UNIFORM
EFFECT:            Raises defence by 40%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     4
COST:              8,000 zenie
RARITY:            Special Rare
NOTE:              Cannot be used in conjunction with another uniform.
-------------------------------------------------------------------------------
          OLD STYLE ARMOUR
EFFECT:            Raises defence by 10%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
NOTE:              Cannot be used in conjunction with another armour.
-------------------------------------------------------------------------------
          RIT ARMOUR
EFFECT:            Raises defence by 20%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     2
COST:              2,000 zenie
RARITY:            Uncommon
NOTE:              Cannot be used in conjunction with another armour.
-------------------------------------------------------------------------------
          NEW STYLE ARMOUR
EFFECT:            Raises defence by 30%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     3
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Cannot be used in conjunction with another armour.
-------------------------------------------------------------------------------
          BULMA'S ARMOUR
EFFECT:            Raises defence by 40%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     4
COST:              8,000 zenie
RARITY:            Special Rare
NOTE:              Cannot be used in conjunction with another armour.
-------------------------------------------------------------------------------
          NORMAL FIBER JACKET
EFFECT:            Raises defence by 10%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
NOTE:              Cannot be used in conjunction with another jacket.
-------------------------------------------------------------------------------
          QUALITY FIBER JACKET
EFFECT:            Raises defence by 20%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     2
COST:              2,000 zenie
RARITY:            Uncommon
NOTE:              Cannot be used in conjunction with another jacket.
-------------------------------------------------------------------------------
          STURDY FIBER JACKET
EFFECT:            Raises defence by 30%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     3
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Cannot be used in conjunction with another jacket.
-------------------------------------------------------------------------------
          MYSTERY FIBER JACKET
EFFECT:            Raises defence by 40%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     4
COST:              8,000 zenie
RARITY:            Special Rare
NOTE:              Cannot be used in conjunction with another jacket.
-------------------------------------------------------------------------------
          OLD TRAINING VEST
EFFECT:            Raises defence by 10%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
NOTE:              Cannot be used in conjunction with another vest.
-------------------------------------------------------------------------------
          WEDDING VEST
EFFECT:            Raises defence by 20%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     2
COST:              2,000 zenie
RARITY:            Uncommon
NOTE:              Cannot be used in conjunction with another vest.
-------------------------------------------------------------------------------
          WORLD CHAMPION VEST
EFFECT:            Raises defence by 30%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     3
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Cannot be used in conjunction with another vest.
-------------------------------------------------------------------------------
          HIGH TECH VEST
EFFECT:            Raises defence by 40%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     4
COST:              8,000 zenie
RARITY:            Special Rare
NOTE:              Cannot be used in conjunction with another vest.
-------------------------------------------------------------------------------
          SPECIAL COATING
EFFECT:            Raises defence by 10%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
NOTE:              Cannot be used in conjunction with another special
                   coating/nanomachine.
-------------------------------------------------------------------------------
          IMPROVED SPECIAL COATING
EFFECT:            Raises defence by 20%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     2
COST:              2,000 zenie
RARITY:            Uncommon
NOTE:              Cannot be used in conjunction with another special
                   coating/nanomachine.
-------------------------------------------------------------------------------
          NANOMACHINE
EFFECT:            Raises defence by 30%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     3
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Cannot be used in conjunction with another special
                   coating/nanomachine.
-------------------------------------------------------------------------------
          IMPROVED NANOMACHINE
EFFECT:            Raises defence by 40%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     4
COST:              8,000 zenie
RARITY:            Special Rare
NOTE:              Cannot be used in conjunction with another special
                   coating/nanomachine.
-------------------------------------------------------------------------------
          LIFE EXTRACT FOR 10
EFFECT:            Raises defence by 10%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              1,000 zenie
RARITY:            Common
NOTE:              Cannot be used in conjunction with another life extract.
-------------------------------------------------------------------------------
          LIFE EXTRACT FOR 100
EFFECT:            Raises defence by 20%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     2
COST:              2,000 zenie
RARITY:            Uncommon
NOTE:              Cannot be used in conjunction with another life extract.
-------------------------------------------------------------------------------
          LIFE EXTRACT FOR 1000
EFFECT:            Raises defence by 30%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     3
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Cannot be used in conjunction with another life extract.
-------------------------------------------------------------------------------
          LIFE EXTRACT FOR 10000
EFFECT:            Raises defence by 40%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     4
COST:              8,000 zenie
RARITY:            Special Rare
NOTE:              Cannot be used in conjunction with another life extract.
-------------------------------------------------------------------------------
          GERO'S ENERGY R&D
EFFECT:            Ki gauge fills by a set amount each time you
                   deflect/deflect-back ki attack.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          GERO'S DEFLECTION R&D
EFFECT:            Automatically deflects ki blast.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Cannot be used in conjunction with Gero's Deflect-Back R&D.
-------------------------------------------------------------------------------
          GERO'S DEFLECT-BACK R&D
EFFECT:            Automatically deflects-back ki blast.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              10,000 zenie
RARITY:            Special Rare
NOTE:              Cannot be used in conjunction with Gero's Deflection R&D.
-------------------------------------------------------------------------------
          MIXED BLOOD POWER
EFFECT:            Raises attack by 15% and defence by 10%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          VIRAL HEART DISEASE
EFFECT:            Decreases health of character and opponent at a set rate.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts until life reaches about 1/6.
CAPSULE SLOTS:     2
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          VACCINE
EFFECT:            Negates effect of Viral Heart Disease.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          SUPER HOLY WATER
EFFECT:            Reduces damage taken by a set percentage.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          SAIYAN BLOOD
EFFECT:            Raises attack and defence after use of 1/3 Senzu Bean or
                   Senzu Bean.
FIRING CONDITIONS: Starts after a Senzu is used.
EFFECT DURATION:   Lasts until end of battle.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Requires 1/3 Senzu Bean or Senzu Bean to use.
-------------------------------------------------------------------------------
          KI FLASH
EFFECT:            Causes ki blasts to fail.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          ANDROID'S BARRIER
EFFECT:            Nullifies all ki blasts.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          CELL'S BARRIER
EFFECT:            Nullifies all ki blasts.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          PICCOLO'S REGENERATION
EFFECT:            Reduces damage taken by a set percentage using a set amount
                   of ki.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              8,000 zenie
RARITY:            Special Rare
-------------------------------------------------------------------------------
          CELL'S REGENERATION
EFFECT:            Reduces damage taken by a set percentage using a set amount
                   of ki.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          SERIOUS!
EFFECT:            Raises attack by 10%.
FIRING CONDITIONS: Starts once life falls below 1/3.
EFFECT DURATION:   Lasts until end of battle.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
NOTE:              Cannot be used in conjunction with Serious!! or Serious!!!.
-------------------------------------------------------------------------------
          SERIOUS!!
EFFECT:            Raises attack by 20%.
FIRING CONDITIONS: Starts once life falls below 1/2.
EFFECT DURATION:   Lasts until end of battle.
CAPSULE SLOTS:     2
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Cannot be used in conjunction with Serious! or Serious!!!.
-------------------------------------------------------------------------------
          SERIOUS!!!
EFFECT:            Raises attack by 30%.
FIRING CONDITIONS: Starts once life falls below 2/3.
EFFECT DURATION:   Lasts until end of battle.
CAPSULE SLOTS:     3
COST:              8,000 zenie
RARITY:            Special Rare
NOTE:              Cannot be used in conjunction with Serious! or Serious!!.
-------------------------------------------------------------------------------
          RAGE!
EFFECT:            Raises attack by 10%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts 10 seconds.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
NOTE:              Cannot be used in conjunction with Rage!! or Rage!!!.
-------------------------------------------------------------------------------
          RAGE!!
EFFECT:            Raises attack by 20%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts 15 seconds.
CAPSULE SLOTS:     2
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Cannot be used in conjunction with Rage! or Rage!!!.
-------------------------------------------------------------------------------
          RAGE!!!
EFFECT:            Raises attack by 30%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts 20 seconds.
CAPSULE SLOTS:     3
COST:              8,000 zenie
RARITY:            Special Rare
NOTE:              Cannot be used in conjunction with Rage! or Rage!!.
-------------------------------------------------------------------------------
          MOONLIGHT
EFFECT:            Raises attack by 5% initially, and by a further 5% every 10
                   seconds for 30 seconds (total 20%).
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          POTENTIAL
EFFECT:            Raises attack by 10% initially, and by a further 10% every
                   10 seconds for 30 seconds (total 40%).
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     2
COST:              4,000 zenie
RARITY:            Rare
-------------------------------------------------------------------------------
          SAIYAN SPIRIT
EFFECT:            Raises attack and defence by 30%, but disables guard
                   ability.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              4,000 zenie
RARITY:            Rare
NOTE:              Despite what the Skill Sheet says, it does indeed disable
                   your guard ability.
-------------------------------------------------------------------------------
          CHAMPION BELT
EFFECT:            Raises defence by 15%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          CHEERING
EFFECT:            Raises attack by 10%.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          SCOUTER
EFFECT:            Reduces amount of ki used.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     2
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          SUPER KAMI WATER
EFFECT:            Raises attack by 30%, however drains life gauge.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts until life reaches about 1/6.
CAPSULE SLOTS:     1
COST:              2,000 zenie
RARITY:            Uncommon
-------------------------------------------------------------------------------
          GERO'S PERPETUAL ENERGY R&D
EFFECT:            Keeps ki level at Max (i.e. 7 gauges).
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     3
COST:              8,000 zenie
RARITY:            Special Rare
NOTE:              Makes transformation impossible.
-------------------------------------------------------------------------------
          BREAKTHROUGH
EFFECT:            Use all Special and Physical Capsules.
FIRING CONDITIONS: Starts at beginning of battle.
EFFECT DURATION:   Lasts entire battle.
CAPSULE SLOTS:     7
COST:              N/A
RARITY:            N/A
-------------------------------------------------------------------------------



===============================================================================
          10. Frequently Asked Questions                     [10FAQS]
===============================================================================

Q: How do I unlock the Adept World Match?
A: Beat the Novice level of World Match, then buy the Adept Capsule from Mr.
   Popo. It should be in the "Recommended" category.

Q: How do I unlock the Advanced World Match?
A: Beat the Adept level of World Match, then buy the Advanced Capsule from Mr.
   Popo. It should be in the "Recommended" category.

Q: How do I unlock Mr. Satan?
A: Beat the Adept level of World Match, then buy the Mr. Satan Capsule from Mr.
   Popo. It should be in the "Recommended" category.

Q: How do I unlock the Legend of Mr. Satan mode?
A: Beat the Adept level of World Match, then buy the Legend of Mr. Satan Mode
   Capsule from Mr. Popo. It should be in the "Recommended" category.

Q: How do I unlock Great Saiyaman?
A: Beat the Advanced level of World Match, then buy the Gt. Saiyaman Capsule
   from Mr. Popo. It should be in the "Recommended" category.

Q: Is there a way to have Piccolo fight with his cape on?
A: Unfortunately, no.

Q: Is there a Super Saiyan 3 Goku in this game?
A: No.

Q: Is there a Super Saiyan 4 Goku in this game?
A: No.

Q: Who is Mr. Satan/Hercule?
A: They are one and the same. Mr. Satan is his correct name, but the in the
   Americandb his name was changed for religious reasons.

Q: How do I power up?
A: Press the guard button, then the back button twice, holding it the second
   time for the desired duration. You character will then "power up".

Q: Is there a way to raise my life gauge?
A: Yeah, but only with Support Capsules like 1/3 Senzu Bean, Senzu Bean and
   Frieza's Spaceship. The latter can only be used by Frieza. However, these
   Capsules only take effect after you life gauge hits zero.

Q: How do I transform?
A: Press P + K + G when your character has their ki level equal to or above the
   requirement for it.

Q: Any way to reduce my opponent's ki?
A: Yes. Pressing P + K + G + E will make your characer "taunt" your opponent,
   and thus they will lose a ki level. Be careful when you decide to use it
   though, it leaves you open for a attack for a substantial amount of time.
   Also, you can attack them while they guard. This will make their ki drop
   too, although, not by as much as taunting them.

Q: How do I get <insert name of Capsule here>?
A: You buy them from Popo, or win them from Story mode. That is all. There is
   no way to make Popo sell a certain Capsule, or to make Story mode to give
   you a certain Capsule after successfully completing an episode, unless you
   are using the nine Capsule purchasing method.

Q: If I equip Frieza's Breakthrough, can he still become Mecha Frieza?
A: Nope. Frieza's Spaceship is a Support Capsule, and therefore is not included
   as a part of the Breakthough.

Q: I selected all the Capsules I wanted in the "Edit Capsules" screen, but when
   I fight, they don't have the ones I equipped them with!
A: You didn't select "Custom" when you chose your fighter.

Q: How the hell do I beat the Advanced level in World Match mode?
A: It's tricky at first, but there is a cheap way to do it. Firstly, get
   yourself the Viral Heart Disease and Vaccine Capsules. Then equip them on a
   character, set the battle timer in the Options menu to 30 seconds, and then
   just guard your way through each battle. Make sure you keep away from the
   sides though, you won't block EVERY hit.

Q: Can I choose which three characters Shenron will select for a Breakthrough?
A: No. It is completely random, unless you have 20 Breakthrough Capsules
   already. In that case, there will only be 3 Breakthrough Capsules left to
   get, and they will always appear.

Q: Can I get the Dragon Balls even after I get all the Breakthroughs?
A: Yes. After you get all 23 Breakthroughs, you may buy the Dragon Balls once
   more. However, you cannot summon Shenron any again.

Q: Can I trade Dragon Balls? If so, how?
A: Yes, you can, and you trade them in the Edit Skills mode.

Q: What is the maximum number of each Capsule I can get?
A: Nine of every Capsule except for Breakthroughs, of which you can only get
   one per character.



===============================================================================
          11. Thanks                                         [11THKS]
===============================================================================

- CJayC: Administrator of GameFAQs, for hosting my guide.
- Leo Chan: FAQ Editor of Neoseeker, for also hosting my guide.
- Stephen Ng: FAQ Editor of IGN, for also hosting my guide.
- YSF: His FAQ/Move List was very helpful for times when I forgot a minor
  detail.
- slackerxxxpunk: I used his great Secrets FAQ as the basis for my own Secrets
  and Unlockables section.
- BMXJouster: For helping me out with Raditz's Capsule list.
- ric tra: For informing me that you can fight on alternate stages.



===============================================================================
          12. Contact Information                            [12CONT]
===============================================================================

If you have any suggestions, additions, or noticed I have made any mistakes,
contact me over email, at zeroshift[at]gmail[dot]com. Do NOT send me guide
hosting requests, questions answered in this guide, multiple emails with the
same question, or emails with bad spelling or punctuation. Put in the subject
line the name of the FAQ or guide that you are emailing about. This ensures
your email will at least get read. Follow the rules, and you should receive a
reply within about 48 hours. Fail to follow the rules, and your email/s will be
deleted without hesitation.



===============================================================================
          13. Copyright Notice                               [13CYRT]
===============================================================================

This document is Copyright  2004 Diomedes. It may be not be reproduced under
any circumstances except for personal, private use. It may not be placed on any
website besides those specified by the author. It may not be distributed
electronically outside of these websites, and it may not be distributed
otherwise at all. Use of this guide on any other website or as a part of any
public format is strictly prohibited, and a violation of copyright. This file
may be hosted on the following sites ONLY:

GameFAQs [www.gamefaqs.com]
Neoseeker [www.neoseeker.com]
IGN [www.ign.com]
HonestGamers [www.honestgamers.com]
SuperCheats [www.supercheats.com]



===============================================================================
          14. Closing                                        [14CLSG]
===============================================================================

Well, it looks as though we've come to the end of the guide. I certainly hope
that you enjoyed reading it, but more importantly, I hope it helped you out.
After all, that's one of the reasons I wrote it. If you'd like to check out
some of my other work, look here:

--------- [ http://www.gamefaqs.com/features/recognition/27016.html ] ---------


_______________________________________________________________________________
                                                    Copyright (c) 2005 Diomedes