Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

Game Mechanics FAQ

by Skryba

This is a FAQ for Dragon Ball Z Sparking! Neo, aka DBZ Budokai 
Tenkaichi 2. It's a general FAQ, not intended for use on learning 
a specific character, but rather on learning the basics, and more 
advanced stuff about the controls and game mechanics. They differ 
a bit from character to character, but overall they are all the same.

I have the NTSC-Japanese version of the game, and I don't understand 
Japanese so there may be a few things that I miss. If you find 
anything wrong with the FAQ or anything missing that should be here, 
I'd be really gratefull if you could contact me via e-mail, and I'll 
gladly give you credit for it.



LEGEND:

A  - Attack
K  - Ki attack
G  - Guard
D  - Dash
F  - Focus (ki charge)

f  - Forward
b  - Back
l  - Left
r  - Right
u  - Up
d  - Down

*  - hold down the button (charge)
-> - follow up with

- Button presses separated by comas (,) are meant to be done one 
  after the other and those united by a plus sign (+) are meant to be 
  done simultaneously.

- Button presses separated by -> are different strings that can be 
  linked together.



CONTENTS:


GENERAL GAMEPLAY MECHANICS -------------------------------------- [GMP]
  KI MAINTENANCE ------------------------------------------------ [GMP-KI]
  MOVING -------------------------------------------------------- [GMP-MV]
  ATTACKING ----------------------------------------------------- [GMP-ATK]
  DEFENDING ----------------------------------------------------- [GMP-DFN]
  SPECIAL SITUATIONS -------------------------------------------- [GMP-SP]
  BLAST 1 MOVES ------------------------------------------------- [GMP-BL1]
  TRANSFORMATIONS ----------------------------------------------- [GMP-TRF]
STRINGS AND SPECIAL ATTACKS ------------------------------------- [STR]
  REGULAR STRINGS ----------------------------------------------- [STR-R] 
  GUT PUNCH FOLLOW UPS ------------------------------------------ [STR-GT]
  TELEKINETIC PUSH FOLLOW UPS ----------------------------------- [STR-TK]
  OVERHEAD KICKS FOLLOW UPS ------------------------------------- [STR-OHK]
  CHARGE ATTACKS ------------------------------------------------ [STR-CHR]
  UPWARDS ATTACK FOLLOW UPS ------------------------------------- [STR-UP]
  SWEEP FOLLOW UPS ---------------------------------------------- [STR-SW]
  SIDEWAYS ATTACK ----------------------------------------------- [STR-SA]
  DASHING ATTACKS ----------------------------------------------- [STR-DA]
  JUMPING ATTACKS ----------------------------------------------- [STR-JA]
  FLYING ATTACKS ------------------------------------------------ [STR-FA]
SPARKING MODE --------------------------------------------------- [SPM]
  SPARKING MODE SPECIFIC ATTACKS AND MANEUVERS ------------------ [SPM-S]
  
  
-> USE CTRL+F OR CTRL+L (depending on which program you're 
   using to view the FAQ), and copy paste the key within the 
   [] to locate each section instantly.


UPDATES:

V 1.0 - released the FAQ, basically finished, with everything as it should be.

V 1.2 - Updated some minor details, mainly in the moving and defending sections,
        and some other details about sparking mode and cancelling attacks.

v 1.5 - added some more defensive maneuvers and actions, and updated some
        errors and missing details.

v 1.6 - updated some about follow ups to sparking charge attacks, and about
        recovery, in the defense part. Also added the throw follow up to the
        upwards attack, that was missing.

v 1.7 - updated the transformations sections with some issues.

v 1.8 - added other characters that can reverse transformations, and edited the
        resistence to weak attacks part, of the defense section.


Now on with the FAQ itself.

---------------------------------------------------------------------------


[GMP] GENERAL GAMEPLAY MECHANICS:



[GMP-KI] KI MAINTENANCE:

- Since this a DBZ game it obviously has a big enphasis on ki usage and 
  maintenance. You have your ki meter comprised of 5 small ki bars
  (different characters start off the matches with different amounts of ki).
  Actions like shooting ki waves and flying at high speeds slowly wear off
  your ki, gradually decreasing it, while ki blasts take up a predefined
  amount of ki bars.

  To recover your lost ki you have to focus by pressing the corresponding 
  button (different characters can recharge ki at different speeds).

  Charging ki after you have your ki meter fully filled will start filling 
  the meters again, at a quicker rate, and in blue. Once you finish this 
  charging you'll enter sparking mode, which gives you increased strength, 
  and some extra abilities and moves. This'll be explained further on in 
  the FAQ.



[GMP-MV] MOVING:

- As for moving, in Sparking Neo you can move in any direction, by using 
  your D pad/analog stick in that direction, and ascend or descend by 
  pressing the correspondent button.


  LOCKING ON TO OPPONENT:

  You have free movemente while you're not locked on to your opponent, but 
  when you lock on to him by pressing the corresponding button, the layout 
  changes so that if you press up (u) you'll be moving towards your opponent, 
  and if you  press down (d) you'll be moving away from him/her; and you'll
  be  moving around your opponent instead of just sideways horizontally.

  Once locked on, if you press d+lock on button you'll disengage, and
  have once again free movement, not around your opponent.

  Beware that you can only use blast 2 and ultimate blast attacks while
  locked on to your opponent.


  JUMPING:

  By pressing the ascending button when you're on the ground you'll jump 
  instead of flying, enabling for some attacks that can only be done this
  way. To start flying instead of jumping press the button again anytime
  during the jump.


  DASHING:

  By pressing the dash button (D) together with any direction you can dash
  in that direction, and/or towards or away from your opponent if you're
  locked on to him.

  Once you get close to your opponent you start moving slowly. You'll also
  get the option to perform an evasive movement in any direction by taping a 
  direction and the dash button. You can also evade attacks for a few moments
  by simply pressing the dash button when close to your opponent; this will
  close you in on him, and give you a chance to follow up with attacks
  (covered further into the FAQ).


  FLYING:

  Finaly you have the quicker type of movement, which is done by pressing
  F+D+any direction to fly in that direction, and to fly upwards you press
  u+D and downwards d+D.

  When you're locked on to your opponent you can also fly in directly towards 
  him just by pressing F+D. When doing so you'll be homing in on him, and you
  can divert your course by pressing any direction to avoid getting hit by
  a ki beam, or any other thing he might throw at you.

  To interrupt any kind of flying just press D.

  Flying uses up your ki meter (unlike dashing).


  TELEPORTING:

  Some characters have the ability to teleport at will when they are in
  sparking mode (these include the strongest story wise characters, like SSJ4
  Goku and Vegeta, perfect Cell, mistyc Gohan, tapion, etc). This teleporting
  is done by pressing G+any direction when you're locked in to your opponent
  and in sparking mode.


  TAUNTING:

  By pressing u+lock on button, after being locked on to your opponent you can
  taunt him. This may give yo power ups or damage his ki or blast 1 slots,
  if you equip support potaras that give this ability.



[GMP-ATK] ATTACKING:

- This game works with a series of different types of attacks. You have
  regular attacks (singular weak or strong melee attacks, strings and combos),
  ki attacks and 2 types of blasts.


  REGULAR ATTACKS:

  These are done by pressing A. You can charge A for a stronger attack, 
  and the strength and effect of the attack depends on how long you charge
  it. If you charge just a bit you'll just stun your opponent for about a
  second, if you charge to about half of the bar you'll send your opponent
  swirling away from the impact, and if you charge to max or near max you'll
  send him flying back, and you then have the option to pursue him or teleport
  near him.


  CHARGE ATTACKS:

  You can also do different charge attacks by pressing different directions
  together with the attack. These will have different effects on your opponent,
  and will break his guard if he tries to defend to the wrong direction. On
  the other hand, if he does guard to the right direction you'll be stunned for 
  about 2 seconds, and open for damage. And the're also easier to teleport out 
  of the way, so don't abuse them :P


  The different strings and combos will be covered further on.

  You can also attack while dashing and while jumping. The different combos
  and follow ups will be covered further on.

  
  THROWS:

  You have two kinds of throws: the regular damaging throw and the ground
  throw which  catches the opponent off the ground and sends him to the air
  for some powerfull blast 2 or dashing follow ups.

  REGULAR THROW:

  This is done by pressing f+D near the opponent, and each character has
  their own throw, and the range of the throwing motion also varies between
  characters.

  GROUND THROW:

  This is done by pressing f+K near the opponent, and it only works if you're 
  really close to him, and he's either on the air after a sweep or lying on
  the ground, and in both cases he has to have his feet turned to you, and his
  back towards the ground.

  This will send the opponent to the air, making him a sitting duck for blast 2 
  attacks. He CAN teleport out of the attack, but it has a very strict timing, 
  and if you use a quick blast 2 move most of the time he won't be able to
  evade it, and the damage is worth the chance :P


  KI ATTACKS:

  You then have ki attacks. These use up your ki meter.

  By pressing the K button you'll shoot out short ki blasts which have
  different forms and effects depending on the character. You can shoot a
  series of blasts by pressing K multiple times, and the amount you can shoot
  depends on the character.

  If you hold down the K button you'll shoot stronger ki blasts which'll have
  also different effects and number depending on the character.

  You can also shoot a series of ki blasts while dashing and while jumping
  simply by pressing K once while doing those maneuvers. And you can also
  charge a ki blast while flying or jumping in the same way.


  BLAST ATTACKS:

  First you have two blast 2 type attacks for each character (F+K and u+F+K).
  These are completely different for each character, and they vary from 
  trademark ki blasts (like the Kamehameha wave, the galick cannon or the big
  bang attack), simple ki blast showers, rush moves, which close in on the
  opponent and then start off a sequence of attacks once you touch him, etc.

  The amount of ki they use up also depends on the blast and on the character.

  Some blast 2 attacks, like the kamehameha and the masenko can be charged to
  increase damage. These attacs can also be aimed, left or right, by pressing
  the directions, in order to stop your opponent form flying at you form the
  left or right therefore evading you blast if it goes straight forward.

  Then finally you have an ultimate blast for each character. These are done by
  pressing d+F+K when you're in sparking mode, and they can also be any type
  of attack.

  They're the strongest attack of each character, and some will cause the stage
  to be destroyed when they're pulled off successively.


  CANCELLING ATTACKS:

  Charge attacks, throws and any other chargeable physical attacks can be
  canceled during their charging state, by pressing G. This is good to trick
  opponents and confuse them, by doing mixups.



[GMP-DFN] DEFENDING:

- You have 4 types of defense in this game: normal defense (G or G+any
  direction), strong defense (G+K), teleporting out of the way of an attack
  and deflecting normal ki blasts.


  RESISTENT CHARACTERS:

  On top of that, some characters, namely the more power oriented and stronger
  characters are "imune" to weaker and quicker attacks, such as the attacks
  on a string, and other non charged attacks. They still lose a bit of health
  but they don't suffer from the attack, meaning that their attacks and actions
  aren't interrupted by your weaker attacks. So they'll always have an advantage
  in terms of melee close quarters combat.

  To beat these characters use charged attacks and combos that are explained
  further into the FAQ.

  Some of the characters that have this resistance status are the oozaru forms,
  and any other giant character, brolly's lssj state, trunks tussj state, among
  others. Additionally, some characters that originaly don't have this status
  get it, when they go into sparking mode (such as kid gohan).

  Also, characters that have a really high strength and power level may disable
  this resistance to string and quicker attacks (such as ssj4 forms).


  NORMAL DEFENSE:

  Just by pressing G you'll be able to defend against basically any attack,
  except for fully charged attacks, throws and rush moves. You will, on the
  other hand, lose a bit of life for blocking ki blasts and stronger attacks.

  If you press G+any direction your character will take a defensive stance
  aimed at the direction which you press, and this is used to block charged
  attacks from different directions. You have to guard in the opposite direction
  your opponent is attacking you; for instance if your opponent attacks you with
  d+A* you'll have to block with u+G. If you press the wrong direction your
  guard will be broken, and you'll be stunned for about 2 to 3 seconds, open
  for damage, but if you successively block in the right direction you'll stun
  your opponent and get a shot at some free damage.


  STRONG DEFENSE:

  This is done by pressing G+K. When you do this your character takes up a
  defensive stance that's used to block ki blasts while losing only about
  half the damage you would if you used normal blocking.

  Also this type of blocking guards against blast 2 rush type attacks (those
  that come after you flying at high speed and then execute a series of attacks
  and/or signature moves). But beware that blocking these move4s like thise
  will break your guard and leave you vulnerable to damage.


  TELEPORTING:

  By pressing G at just the right moment before you get hit by an attack, blast
  move or rush move will teleport you to the side a bit, evading your opponent's
  attack and leaving him open for damage. The right moment is just before you
  get hit by the attack, and the stronger the character story wise the bigger
  the time window to do this. Meaning that with stronger character or
  transformations of characters you'll evade attacks easily, while it'll be
  much harder to teleport evade using weaker characters.


  DEFLECTING KI BLASTS:

  By pressing G just before you're hit by a normal ki blast (K) you'll deflect
  it; now you can either deflect it away from you, or deflect it back to your
  opponent. If you do it JUST before getting hit you'll deflect it back at it's
  "owner" :P.


  COUNTER ATTACKING:

  Some characters can take a countering stance for some moments simply by doing
  D,G when near an opponent. This will make them stop for an instance, and if
  pshysically attacked with basic string attacks they'll counter attack with 
  some maneuver, that depends on the character (some may evade and then throw
  the opponent, some just counter with an instant mid charged attack, and some
  simply evade or teleport to the side). You can hold the G button to stay in 
  the countering stance, but beware that this only works against basic uncharged
  string attacks. Meaning that the opponent may notice that you're in that
  stance and simply attack you with a charge or any other stronger attack.

  Other than that every character has the option to counter during a string of
  attacks (explained further into the FAQ).

  If any attack is successfully countered you'll lose a bit of ki.


  STEP RECOVERY:

  When you're punched far away, if you press f at the time when you touch the
  ground you'll recover with a step forward, avoiding down time, and if you
  press b you'll recover with a step backwards.


  UPWARDS ATTACK COUNTERING:

  When you're hit by an upwards attack (f+A in the middle of a string of after
  an evade) you be thrown in the air, and the opponent will most probably go
  after you to perform a combo. When this happens you can press f+G after 
  being thrown in the air, to get into a countering position, which will
  counter attack any normal string attack that he performs. Beware that if he
  uses the gut punch you won't be able to counter.

  To avoid the gut punch you can press b+G a couple of times after being
  thrown in the air, in order to just recover and start blocking. This is
  a slower option, and most of the times won't evade the normal string attacks
  and just the gut punch.


  FLYING RECOVERY:

  When you're punched away with a max charged attack, or any other that has the
  same effect of sending you flying away with the impact, you have to press the
  circle button as fast as you can to recover, but if you press f+G at the same
  time as you press the circle button, as you recover you'll perform a homing
  dash, flying at high speed towards your opponent, giving you a chance to 
  surprise attack him, and regain the upper hand.
 
  Note that this only works when you hit the ground or a wall, part of the 
  stage. Meaning that you have to recover by the time you hit the ground or the
  wall, and you'll kick off the wall and start a high speed homing flight.


[GMP-SP] SPECIAL SITUATIONS:


- STUN:

  if you get hit by strong attacks, or get thrown away by a really powerful
  blow, or get beaten up really badly you'll be stunned. When this happens the
  "O" (circle) button will appear on the bottom corner of the screen, and you'll
  have to push it as fast as you can to get out of the stun.


- BEAM STRUGGLES:

  If both you and your opponent perform a blast move that's capable of creating
  a beam struggle, you'll enter one. In this situation you have to rotate your
  analogs as fast as you can to see if you can beat your opponent at it. You can
  also press F to increase the power of your beam, but this alone won't do,
  it'll just help you win, together with rotating your analog sticks (both of
  them at once). Pressing F will also use up your ki gradually, and if at the
  end you've used up all of your ki you'll be stunned.


- LIGHT SPEED FIGHTING:

  If both you and your opponent perform a rush move at once, or both of you fly
  towards each other at max speed, you'll enter this situation, in which both
  characters start pulling off countless attacks at really high speeds. You also
  have to rotate both your analog sticks as fast as you can.

- TAG BATTLES:

  When you're playing with more than one character, you can change characters
  mid battle, by pressing L2+L3+R. You can only do this when the tag bar (the
  one under the character that's out of the battle's health meter).

  To choose the character you'll change to press and hold L2 and then press l
  or r.

  Also, when in tag battles if you're using two characters that can perform a
  fusion, you can do so by pressing F+R3+the direction correspondent to the
  type of fusion, and saiyan level you want to perform. These directions
  differ depending on the characters you're using, and the fusion you want
  to accomplish.


[GMP-BL1] BLAST 1 MOVES:

- Blast 1 type of moves include a huge variety of options, to help you beat
  your opponent. It can go from a simple ki explosion to clear your opponent of
  you, to an automatic teleport once you get attacked, to a power up to any of
  your properties or even to goku's (and some other characters like cell and
  meta cooler) instant teleportation, which instantly teleports you to the 
  opponent's back.

  These moves use up your blast 1 slots (that counter right under your ki
  meter), and each character has a different number of max slots.

  There are some kinds of blast 1 moves that are more useful than others, among
  these would be the automatic and instant teleport moves, the ki explosion,
  and the powerups which get you instant sparking mode. Each character has their
  individual ones, and they should be used more often with some characters than
  others.



[GMP-TRF] TRANSFORMATIONS:

- New to this game (comparing to Sparking aka Budokai Tenkaichi 1) are the
  in-game transformations. Some characters are able to transform mid-match,
  into stronger versions of themselves (Super saiyan states, cell and feeza's
  evolution states, Super Buu's absorptions, etc).

  These kinds of transformations also use up your blast 1 slots, depending on
  the characters, and on the transformation they can use from 1 to 3 or more
  slots.

  The transformations are made by pressing the corresponding button (R3 by
  default), and if a character has more than one transformation they can either
  be made in order, one by one by simply pressing the button the necessary
  amount of times, or, in the case of the saiyajin states (except for Brolly)
  and super buu's absorptions, they can be made instantly, without goin through
  the intermediate states, by pressing the button+the direction corresponding
  to the number of the transformation (1st state R3, 2nd state u+R3, 3rd state
  r+R3).

  In the case of the saiyajin states the characters can return to their normal
  state by pressing d+R3 (except for brolly). The other characters that can
  detransform are master Roshi, Zarbon and Great saiyaman 2 (Videl).

  Defenitive transformations (those that can't be reversed) also grant some
  power ups. Depending on the transformation and on the character, as you 
  perform the transformation you can get one extra health gauge, or your ki 
  meter can be filled instantaneously.




[STR] STRINGS AND SPECIAL ATTACKS:

- Now on to the real focus of attacking in this game: strings.

[STR-R] REGULAR STRINGS:


  - FIRST STRING:

  By pressing A repeatedly you'll perform a character's basic string which'll
  knock away the opponent a bit at the end, allowing you to continue attacking.

  At any time you can follow up each individual attack of the string with K,
  to perform different actions, which vary from strong gut punches/kicks that
  stun the opponent, telekinetic pushes which send the opponent flying away
  and allow you to teleport and attack them or send the opponent flying upwards
  giving you some space and allowing for blast 2 attack follow ups or finally
  a series of kicks to the head which allow for further beating.

  The attacks that come out with the K depend on the character you're using and
  on the attack of the string that you perform before of the K press. For
  example Goku's normal state:

  A,K             - attack, gut punch
  A,A,K           - attack, attack, telekinetic push
  A,A,A,K         - attack, attack, attack, overhead kicks
  A,A,A,A,K       - attack, attack, attack, attack, gut punch
  A,A,A,A,A       - attack, attack, attack, attack, attack that knocks opponent
                    away

  Each of these K options can be charged to become stronger and have more
  overwhelming effects.


  - SECOND STRING:

  After finishing the first string with all A attacks you'll knock the opponent
  away a bit, and stun them, and you can follow up with D and then have another
  string which is done again by pressing repeatedly A.

  As with the first string you can interrupt with the same K follow ups (they
  are the same as the first string), or you can just end the string with all
  A attacks and you'll send the opponent swirling away to the ground.

  This 2nd string is more powerfull than the 1st, and it'll be much harder
  for your opponent to teleport away from your K follow ups, so I recommend
  you always finish the 1st string and go for the follow ups only on the 2nd
  one.


 - TELEPORTING:

   At any time during a string you can teleport to any direction and continue
   the string by pressing G+any direction. This uses up a bit of ki (unless
   you use a potara to avoid ki usage in this situation) but is quite useful
   to get in your opponents back and deliver greater damage and stronger
   combos.

   When you teleport you interrupt the string, and after the teleport if you
   press A again you'll continue it from the attack you would continue if you
   didn't teleport.


 - EVASIVE SIDESTEPPING:

   During a regular string you can sidestep in any direction and continue the
   string by pressing D+any direction. This is a slower option when compared
   to teleporting, but it doesn't use up any ki, and does the same effect
   (although it isn't as useful since it's slower).

   As with teleporting, after evading you continue the string from where you
   left off.


 - COUNTER ATTACKING:

   At any time during a string you can interrupt it to take a countering
   stance that'll make your character counter attack any physical attack
   thrown at him while in the stance. This is done by pressing G during a
   regular string.

   This uses up a bit of ki if any attack is successfully countered.


 - EVADING:

   At any time, when you're close to your opponent and not in the middle of
   a string, you can evade any physical attacks for a moment by pressing D.
   This moves your character forward a bit, going under your opponent's attacks,
   and giving you the oportunity to attack him. After this maneuver you can
   either begin a string (A...) or deliver a sweep (b+K), an upwards attack
   (f+K) or one other attack that can be either a gut punch, a telekinetic push
   or the overhead kicks, depending on the characters you're using. This last
   option is done by simply pressing K after evading.

   After evading you also have the option to go for a counter attack by pressing
   G, but not every character can do this.


[STR-GT] GUT PUNCH FOLLOW UPS:

  After succesively delivering a gut punch to the opponent you leave him
  stunned for some moments and you can either continue to the second string
  or continue with a gut punch combination, made up of 4 strong hits, the last
  one sending your opponent swirling to the ground.

  The string is done by pressing K,K,A after the gut punch.

  An example of combos using this are these with base state goku:

  A,A,A,A,K,K,K,A           - string 1 ending in gut punch combination finisher

  Or a gut punch string variation would be like this:

  A,A,A,A,K -> A,A,A,A,A    - string 1 followed by gut punch, into regular
                              string 2


[STR-TK] TELEKINETIC PUSH FOLLOW UPS:

  After delivering a max charged telekinetic push to your opponent you have the
  option of teleporting next to them and punching them into the ground. Note
  that not all characters nor every character's transformation have the option
  of doing this.

  For the characters that can do it, it's done by simply pressing K after the
  telekinetic push.

  Example for base state Goku:

  A,A,A,A,A -> D -> A,A,K,K  - string 1 ending in A, followed by string 2
                               ending in Telekinetic push finisher.

  Some characters send the opponent flying upwards instead of forward. These
  characters can't teleport to finish the string, but they get the oportunity
  to deliver some blast 2 or even ultimate blast damage to the opponent who is
  airborn, with no obstacles around him :D
  

[STR-OHK] OVERHEAD KICKS FOLLOW UPS:

  After delivering overhead kicks to your opponent you have the option of
  following it up with string 2 to finish with whatever finisher you want.

  Example for base state Goku:

  A,A,A,K -> A,A,A,A,A       - string 1 ending in overhead kicks, followed by
                               string 2 ending in regular A.


[STR-CHR] CHARGE ATTACKS:

  At any moment during any regular string, or simply out of the normal stance,
  you can charge an attack in any direction, which is always the same,
  regardless of the part of the string you do it in.

  These attacks have three levels of charge: minimun charge simply stuns the
  opponent, medium charge sends the opponent swirling to the ground, and max
  charge sends the opponent flying away enabling follow ups.

  The speed at which you charge your attacks depends on the character, and also
  on one factor: your character's overall spirit. This means that the more you
  beat up your opponent with strings you'll notice that the charge meter (bottom
  right corner, next to the radar) starts glowing red. The more it glows, the
  faster it'll charge.

  
  - MAX CHARGE ATTACK FOLLOW UPS:

  After delivering a max charged attack to your opponent, be it in the middle
  of a string or not, you have two options of follow ups: you either rush
  after them and attack them sending them flying again by pressing D and then
  A+any direction, or you teleport behind them and attack them sending them
  flying again as well, by pressing K+any direction.

  Now after you do one of these follow ups, you can follow it up again with
  the other you one you didn't do, and each of them can only be done once
  (except if you use potaras to increase the number of times you can home
  in on them by flying).

  An example of a combo ending like this would be this, for base state Goku:

  A,A,A,A,A -> D -> A,u+A* -> D -> l+A -> d+K - string 1 followed by first
                                                attack of string 2 followed
                                                by a max charged attack
                                                upwards, followed by a homing
                                                attack to the left, ending in
                                                a teleport attack to the 
                                                ground.

  When you're in Sparking mode you can perform the homing attack twice, so
  you could follow up that last teleport punch with another homing attack,
  or you could do two homing attacks in a row before the teleport attack.

  Beware that when the opponent is smashed against the walls or the ground
  or the stage boundaries you can no longer perform any of these follow ups.

  
[STR-UP] UPWARDS ATTACK FOLLOW UPS:

  At any time during a string, or after an evade (D when close to the
  opponent) you can press f+K to perform an upwards attack that sends your
  opponent into the air, and you can follow him perform an air combo by
  pressing D.

  In this situation you have two options: you can either follow him and
  perform a gut punch with K, and then proceed to string 2 and finish with
  regular A or with K for a downwards attack sending your opponent to the
  ground (for BIG damage) or you can skeep the gut punch after the upwards
  attack and go right on with string 2 to finisher.

  The gut punch gives you more damage, but it's also slow to start, and your
  opponent may very well recover before you hit him.

  Example of combos using this are these for base state Goku:

  A,A,f+K -> D -> K,A,A,A,K    - first 2 attacks of string 1, followed by
                                 upwards attack into gut punch, finishing
                                 with string 2 downwards attack finisher

  D,u+K -> D -> K,A,A,A,A,A    - evade followed by upwards attack into gut
                                 punch finishing in string 2 regular
                                 finisher

  D,u+K -> D -> A,A,A,A,K      - evade followed by upwards attack into
                                 string 2 downwards attack finisher.

  After you successfully pull of an upwards attack you can also press D,
  to follow the opponent, and then press D again to perform a regular throw.
  
  On a side note, this combo starter most of the times affects characters that
  are more resistant to physical damage, and that "go through" normal string 
  attacks (status explained in the defense part of the FAQ), even with little
  to no charging at all.

  
[STR-SW] SWEEP FOLLOW UPS:

  At any time during a string, after an evade (D when close to the
  opponent), when you land  after a jump or when you land after flying
  downwards at max speed, you can press b+K to perform a sweep to the
  opponents legs, lifting them in the air for some powerfull follow ups.

  In this situation you can either finish with a sweep combo finisher, or
  follow into string 2 (you'll always perform string 2, regardless of wether
  you do the sweep during string 1, or during string 2 or just after an
  evade).

  The sweep combo finisher is done by pressing K,K,A after the sweep. An
  example of a combo ending like this is this one with base state Goku:

  A,A,A,d+K,K,K,A            - first 3 attacks of string 1 followed by 
                               sweep combo finisher

  After the sweep you can take advantage of your opponent when he's airborne,
  to follow up with an upwards attack into finisher, or with a charged attack
  into follow ups, or you can try to catch him in the air with f+K for more
  damage.

  An example of this would be this combo for base state Goku:

  A,A,A,A,d+K -> A,u+K -> D -> A,A,K   - first 4 attacks of string 1 followed
                                         by a sweep,followed by the first
                                         attack of string 2 and an upwards 
                                         attack into first 2 attacks of string
                                         2 ending in string 2 downwards attack
                                         finisher.

  On a side note, this combo starter most of the times affects characters that
  are more resistant to physical damage, and that "go through" normal string 
  attacks (status explained in the defense part of the FAQ), even with little
  to no charging at all.


[STR-SA] SIDEWAYS ATTACK:

  Some characters have the ability to deliver a strong sideways attack
  that'll force the opponent to turn their back on them. These attacks are
  done by pressing l+K or r+K, and they can be done during any regular string,
  or simply out of the normal stance.

  These attacks can be charged to make them more powerfull, and sometimes to
  break the opponent's guard, and are really useful to give big damage combos
  to your opponent. Any character that has them should use them a lot ;)

  After successfully delivering a sideways attack you can follow it up with a
  string (you'll always perform string 2, regardless if you do the attack out
  of the blue or in the middle of another string) and finish however you want
  to.

  On a side note, this combo starter most of the times affects characters that
  are more resistant to physical damage, and that "go through" normal string 
  attacks (status explained in the defense part of the FAQ), even with little
  to no charging at all.


[STR-DA] DASHING ATTACKS:

  While dashing towards your opponent you can either shoot a series of ki
  blasts or charge a more powerfull ki blast by respectively pressing or
  pressing and holding the K button, or you can deliver a dashing attack
  with A.

  This attack can be charged, and if not charged at maximum (meaning you can
  not charge it at all, or charge it a bit, up 'till the middle of the meter)
  it allows for follow ups. If charged at max it'll send the opponent
  swirling to the ground.

  When not charged at max you can either follow it up with a string and then
  do the subsequent follow ups you want to, or you can do a dashing attack
  combo, which is done by pressing K,A after the dashing attack.

  This follow up leaves your opponent either right in front of you if you
  were both on the ground, and in this case you can always grab him and
  throw him in the air for blast 2 damage :D, or it leaves him right below
  you, if you were on the air when you perform the combo. In this case you
  can quickly fly down at max speed and deliver a quick sweep as you land,
  or go for a grab, among other options.

  A situation that shows how this combo is useful is this one, with base
  state goku:

  A,A,A,A,A -> D -> A,A,A,A,A -> D,A,K,A -> f+K -> f+F+K

  This starts as a simple string, followed up by string 2, sending the
  opponent swirling away, and then you dash towards him and do the dashing
  combo, which leaves him right in front of you; that's when you grab him
  and throw him in the air, and then perform a blast 2 move on him for HUGE
  damage (I used the kaioken rush instead of the kamehameha wave because
  it's quicker, and therefore much harder to teleport out of).

  Of course that works 100% only if you're both on the ground when you
  start the string, otherwise he may recover before falling to the ground
  after string 2 ends.


[STR-JA] JUMPING ATTACKS:

  While jumping you can either shoot a series of small ki blasts by
  pressing K, or charge a stronger ki blast (K*), or you can perform a
  downwards jumping attack by pressing A.

  This attack follows your opponent automatically, and can be charge to
  increase damage, and possibly break the opponent's guard. Beware that
  if charged to max it'll send the opponent flying away, and therefore it
  won't allow for any close range follow ups.

  After any of these possibilities you can go for a sweep follow up as you
  land from the jump, but it works best after the jumping attack as it does
  combo, and therefore if the opponent gets hit by the jumping attack the
  only way he'll avoid the sweep follow up is by teleporting, or 
  interrupting it with a blast 1 move.


[STR-FA] FLYING ATTACKS:

  While flying at max speed you can perform a flying attack with A.

  This can be charged to increase damage and possibly break the opponent's
  guard, but if charged to max it'll send the opponent flying away, and
  won't allow for any follow ups.

  After successfully landing this attack without charging it to max, you
  can follow up with a string (forcefully string 2) and do the subsequent
  follow ups you desire.



[SPM] SPARKING MODE:

- Well this basically covers every aspect of the game's attack system. Now
  let's go for the last part of the FAQ: Sparking mode.

  As I've said in the ki maintenance part of the FAQ, to reach this state
  you have to fully charge your ki meter after you already have it at max.

  Entering Sparking mode uses up a blast 1 stock, but gives you a huge
  number of unique abilities, and improved caracteristics:

  - You gain the ability to use the character's ultimate blast attack.
  - You deal more damage, and become quicker and stronger.
  - You have infinite ki untill the blue meter empties.
  - Some characters that originally arent, become resistant to physical 
    damage, and become "imune" to quick and weaker attacks, such as 
    string, uncharged attacks (status explained in the defense part of
    the FAQ).
  - You gain a series of specific and unique attacks and maneuvers
    detailed further below.

  Using any blast 2 attack, or ultimate blast automatically empties the
  blue meter, uses up the amount of ki it's supposed to, from the yellow
  meter. Meaning that you  should only use your ultimate blast once you're
  already taken advantage of your new abilities 'till the blue meter is
  almost empty.


[SPM-S] SPARKING MODE SPECIFIC ATTACKS AND MANEUVERS:


  INFINITE STRING:

  When in sparking mode, simply pressing the A button repeatedly will
  deliver an infinite string comprised of string 1 and 2 in succession,
  over and over again.

  When doing this you can, at any time, perform any of the follow ups
  you would just like with string 1 and 2, and it'll do the exact same
  actions.

  Not all characters get this upgrade in sparking mode, namely the
  slower ones, more power oriented, don't. Their strings just remain
  the same, even in sparking mode. Examples of this are reccome,
  all the oozaru forms and any giant character, etc.

  One character that is a good example of this situation is broly:
  he's a more power oriented character in terms or melee attacks, 
  and therefore in his base state he doesn't get this power up when
  in sparking mode. But then if you turn into his constricted
  super saiyajin state he becomes quicker, and therefore he gets the
  infinite string. But the when you turn into legendary ssj he becomes
  much slower and stronger, and loses that power up once again :P


  TELEPORTING:

  At any time during the infinite string you can teleport without
  consuming any ki (meaning it won't make the blue meter go down any
  faster).

  And some characters gain the ability to teleport at will, when in
  sparking mode, by simply pressing G+any direction out of the normal
  stance, and without consuming any ki either!


  TELEPORTING DASH ATTACK:

  For some characters, when in sparking mode, the dash attack will 
  change from it's normal version, into a special version, where
  the character teleports for an instant, right before delivering
  the attack.

  This attack can't be charged, and can only be followed up by the
  infinite string (no more dashing attack combo), but it closes in on
  the opponent pretty fast and it should interrupt any attack he tries
  on you (except for blast 1 & 2 moves).

  Slower, more power oriented characters do not get this power up when in
  sparking mode.


  SPECIAL CHARGED ATTACK:

  While in sparking mode, during any part of the infinite string, or
  simply out of the normal stance you can perform a special charged
  attack by pressing F+A+any direction.

  This attack is a stronger version of the normal charged attack, and
  is impossible to teleport out of it's way, and will break the
  opponent's guard much more easilly than the normal charged attack.


  CHARGED ATTACK UNIQUE FOLLOW UPS:

  While in sparking mode, either after a normal max charged attack,
  or a special charged attack, you have an increased follow up of
  homing in on the opponent  (meaning you can home in on them and
  attack them twice, instead of just once like in normal mode),
  and you also have a new follow up after the homing in.

  This follow up is made by after homing in instead of attacking with
  A, pressing K to perform a gut punch, that'll leave the opponent
  stunned, and open for a light speed infinite string that does HUGE
  damage.

  This string wears off the blue meter really quickly, but the damage
  you get out of a simple charge attack with, is definitelly worth it.

  At the end, when you see the blue meter really almost empty, you can
  finish the string with K, to deliver a final blow that'll send the
  opponent flying away, or simply let the blue meter empty itself, and
  you can keep on attacking with normal strings, that'll still combo
  after the special follow up.

  Oh, and don't forget that simply starting this infinite string will
  automatically mean that when you end it the blue meter will be empty.
  Even if you just do 1 or 2 attacks in the string, or even if you just
  perform the gut punch the blue meter will be emptied completely, so 
  you should always finish it if you start it ;). And beware as well
  that, even if the gut punch is blocked, the meter will also be emptied
  completely, so only use this when you're sure that you'll hit the opponent.


------------------------------------------------------------------------

CONCLUSION:

- Well that's about all I can think off that might be usefull for someone
  trying to learn the meachanics of Dragon Ball Z Sparking! Neo. That
  should be it; in case you see anything missing or wrong with the FAQ,
  or if you just have any questions regarding the game, mail me at the
  following address and I'll try to answer as quicly as possible.

                         [email protected]

- Credit to the gamefaqs user with the mail [email protected] for
  giving me insight on some errors and maneuver that weren't in the FAQ
  and are now thanx to him pointing it out :)

- Credit to xxMajinerxx for geaving me the heads up on other characters
  that can reverse transformations, other than the saiyajins.

--------------------------------------------------------------------------


Copyright protection: This FAQ may be not be reproduced under any
circumstances except for personal, private use. It may not be placed on
any web site or otherwise distributed publicly without advance written 
permission. Use of this guide on any other web site or as a part of any 
public display is strictly prohibited, and a violation of copyright.
 Copyright 2006 Emanuel Silva - Skryba