___________ ____ | / | `. ___ ___ __ __ ____ __ __ | __ / |_ \| `. /\ ,' _ `. | \| || \ /\ | | | | | ,'_/ / | |\ \ |\ \/ \/ ,' `._\__| \ || |) )/ \| | | | |/ \ / | | | | |/ / /\ \ | __,' `. || / /\ \ | | | / _\ /| | |/ | < |__| || |_ | () | || \ |__| | |_| |__ / /_,' | | / . \ __ |`._,'`.__,' \ || |) ) __ | | | / | |___,' |__|\__\ |_|.___,' |__|\__||____/_| |_|____|____| /__________| _________ _ _ _______ _ __ _ \_ ____ \ | \ | \\ __ `. ___ | \ ,'\ / \ | | | |____) / | | | | | | \ \,' _ `.| |,' ,'/ /\ \ | | | _____ \ | | | | | | | || (_) || ,' / __ \| | | |_____) || \__/ | | |__/ /`.___,'| ,\ \ | | | || | |________/ `.__,' /______,' |_| \_\|_| |_||_| _____________ ______ ___ ___ ___ __ ___ ___ ____ __ __ __ `. __ __ | \ __ | \ \ \ / \ / | / /__ \ \ | ,' __ | | / | / \ | `./ | | \| | |_ \| | \| | | |/ / //__\ \ | | / ,' \| | |__| | | | | | | _| | |\ | | \ /.----. \ | | | | | __ | | | | | | |__/| | | \ | | |\ \// \ \ | | \ `.__/| | | | | | | / \ /_____| /_\ \_| /_\ \ \ /__\| | `.____| |_\ |_\ | | |_,-' `.\ |_\ |_\ `. This ASCII logo was created by osrevad. If you would like him to make a logo/controller for you, visit his website at http://www.osrevad.com and send him an email. Dragon Ball Z Budokai Tenkaichi (PS2) Krillin Character FAQ ����������������������������������������������������������� Copyright 2005 Mitch Frizzell November 3, 2005 Version FINAL _________________ Table of Contents ����������������� 1. Introduction 2. Stats 3. Techniques 4. Combos 5. Tips 6. Author's Notes/Version History ________________ 1a. Introduction ���������������� Budokai Tenkaichi is the fourth game (although some don't consider it part of the series) in a popular game franchise based on the the hit anime series Dragon Ball Z. This game strayed away from the staple "side view" that the other games had, and instead went for a syphon filter-style view. This guide is dedicated to the best Dragon Ball Z character, Krillin; it contains a list of all his attacks, powerups, an combos with a little info about each. Because of the amount of time that was put into this guide, please don't rip me off and use this without my permission. If you want to use this guide on your site, please e-mail me and I'll think about it. As of now this guide is to be seen only at these sites: 1up.com Gamefaqs.com gamerhelp.com Neoseeker.com mitchfrizzell.com supercheats.com For any questions, doubts, flames, and/or anything else please e-mail me at [email protected] or drop me line at my wesite: http://www.mitchfrizzell.com (go to the contact me page) _________________ 1b. Character Bio ����������������� Krillin first appears during Dragon Ball episode 14. He meets Goku while the two are training under Master Roshi. During this time, Krillin and Goku are friendly rivals, and they both grow to higher power levels. After their training, they become best friends and continue training together, even in the latter parts of Dragon Ball Z. Krillin is one of the first humans to go to Namek to collect the Dragon Balls. Later in the series, Krillin marries android #18, and Krillin finally settles down, retiring from the life of a fighter. That is, until danger comes to the earth again... ________ 2. Stats �������� Health: 2 Ki: 2 Attack: 2 Defense: 1 Speed: 3 Favorite Technique: 3 Finishing Move: 3 Super Finishing Move: 3 A naturally fast fighter, Krillin excells in all his technique areas, but also has one of the lowest defense ratings in the game (the lowest possible actually). _____________ 3. Techniques ������������� Here is a list of all Krillin's techniques, in their appropriate sections, along with their damage and my personal rating. The 'damage' numbers are based on a normal Krillin against a normal Krillin, and the 'damage 2' numbers are based on a powered up Krillin (7 on almost everything) against a normal Krillin. _______________________ 3a. Favorite Techniques ����������������������� Name: Solar Flare Effect: This FT "paralyzes" your opponent for a short period of time, allowing you to squeeze in any attack combo right after. Damage: N/A Damage 2: N/A Cost: 2 FT balls Rating: 3/5 Notes: Although this technique is good, the cost of 2 FT balls will make you think twice about using it often. The best time to use it is when you and your opponent are both low on health, you can freeze him and finish him off with a Kamehameha or a combo. Name: Afterimage Effect: After activation, this technique stays active until you are hit with a Blast or a punch, which you will automatically dodge. Damage: N/A Damage 2: N/A Rating: 4/5 Notes: In my opinion, better than the Solar Flare, but once again the steep usage cost will make you doubt this attack. The only downside is that you won't automatically dodge rush attacks. A very useful technique when low on health, then again you'll need all the FT balls you can get. ___________________ 3b. Finishing moves ������������������� Name: Kamehameha Effect: Blast 1 Damage: 10,000; 12,000 if charged* Damage 2: 12,000; 14,400 if charged* Cost: 33000 Rating: 5/5 Notes: Krillin's most useful attack is the fabled Kamehameha wave. Use only when you can see the enemy, preferably from above. This is the most useful attack when searching for the Dragon Balls, as you can destroy stuff *and* hit the enemy. Name: Full Power Energy Blast Volley Effect: Blast 2 Damage: 7250; 8700 if charged* Damage 2:8,250; 9,900 if charged* Cost: 35,000 Rating: 3/5 Notes: Like all volleys, this attack is useless unless you are above the enemy; if not, most of the blasts will hit the ground. With this in mind, fly up and pound the enemy while he is charging, firing Ki blasts, or when he flies at you. _________________________ 3c. Super Finishing Moves ������������������������� Name: Destructo Disk Effect: Ultimate Blast Damage: 18,000 Cost: ? Rating: 5/5 Notes: One of the best Ultimate attacks in the game. Its only weakness is that it is a long range-only attack. If you are too close to the enemy it will fly right behind them. Try to use this attack after knocking the enemy away or after knocking him down with a powered Ki blast. *Note: Charged is Full power mode, when your Ki bar is blue. _________ 4. Combos ��������� Here is a list of some of the easier combos, I'm not saying that all of them are here, only the most common. Try to mix and match these combos so the opponent never knows what's next. Again, 'Damage' is based on a normal Krillin against another normal Krillin and 'Damage 2' is based on a powered up Krillin (7 on almost everything) against a normal Krillin. Legend: P - Square T - Triangle X - X (Duh) O - O (Double duh) C - Charge the last command ie: XC means hold down X. Combo: PPPPP Effect: 5 hits with the last one sending the enemy flying a short distance. Damage: 900 Damage 2: 1,590 Rating: 2/5 Notes: There are so many better combos, so don't use this one a lot. Combo: PPPPT Effect: 4 hits ending with a mind shattering... blast? Damage: 880 Damage 2: 1,560 Rating: 3/5 Notes: This combo is good for those block-only defense players. The T is a guard break, if it hits the opponent while blocking it shatters his defense and lowers his Ki considerably, but, if he isn't blocking it still does good damage. Combo: PPPPX Effect: 4 punches ending in a powerful hit. Damage: 1,510 Damage 2: 2710 Rating: 5/5 Notes: This combo is probably the best, but not by itself, only when used multiple times and in conjunction with the PPPPT combo. Combo: TTTTT Effect: 5 small Ki blasts. Damage: 500 Damage 2: 900 Rating: 2/5 Notes: Although this combo does almost no damage, it is useful to harass the enemy. Wait until your opponent is charging and let this combo fly. Combo: TTTTTC Effect: 4 small Ki blasts and one large Ki blast (a small Destucto Disk) Damage: 600 Damage 2: 1,080 Rating: 3/5 Notes: Better than the above combo, but it plays the same role. Just use it to mess up your opponent's strategy. Combo: Dash Punch X+P Effect: A dash ending in a powerful hit Damage: 720; 850 if charged* Damage 2: 1,300; 1,650 if charged* Rating: 2/5 Notes: I never use this combo, but if you need to dash, you might as well end it with a hit. Note: you can also use this with a Dragon Rush (R2+X). Combo: Charge Punch PPPPXC Effect: A combo ending a hit that sends the enemy flying. Damage: 660 if any direction is pressed with X. 720 if no direction is pressed. 1,220 if down is pressed and your opponent hits the ground (not a destructible item). Damage 2: 1,200 if any direction is pressed with X. 1,300 if no direction is pressed. 1,800 if down is pressed and your opponent hits the ground (not a destructible item). Rating: 5/5 Notes: The best hand-to-hand combo in the game. When you use this, try to send the enemy through a destructible item (a house, a cliff, etc.) and it will do extra damage. Try to vary your use of the directional buttons ie: send your opponent up the down, or right then straight. Combo: Throw UP+X Effect: A 6 hit combo ending in a hit that sends the opponent flying. Damage: 1,560 Damage 2: 2,800 Rating: 4/5 Notes: This attack only works if you are close to your opponent. It's useful if your opponent gets stuck against the wall, because you will automatically send him in the opposite direction. Try the throw in conjunction with the first combo ie: PPPP UP+X to do maximum damage. *Note: You can charge up this attack before you hit the enemy to do more damage. _______ 5. Tips ������� Here I list a few tips and strategies for Krillin. Long-range strategies ��������������������� Abuse the Kamehameha wave, attack from above and pound the enemy multiple times. From your vantage point if you see the enemy use a beam attack use yours to commence a beam struggle and do more damage. From above your opponent charge until he shoots a Ki attack and send him a nice present in the form of a Kamehameha, a Volley, or a few Ki blasts. I prefer the long range assault with Krillin, but it all depends on your personal preferences. Charge! Never stop charging Ki (unless you have to dodge or attack or something) the moment you stop is the moment the enemy starts and gets ahead of you. I know that doesn't really make any sense, but it's good to always remember to charge. Kamehameha: As you could probalbly see, I love the Kamehameha. It's so versatile. You can use it from long range like a sniper rifle, from short range like a shotgun, or from mid-range like a... mid-range weapon. This attack is vital for any serious DBZ: BT Krillin player (the five of you that are reading this guide) to master. Use it when the enemy charges, when the enemy shoots a Ki combo, or when he dashes, to stop him dead in his tracks. Another vital combo for long range is the TTTTTC combo. If you master this and the Kamehameha, then you'll soon master the game. This combo is useful if your opponent likes to abuse his TTTTTC combo. When he starts his, start yours. Be careful, though, there are some characters that can shoot more than five Ki blasts, so make sure they don't overpower you. Also, watch for the characters with slow Ki blasts (only the charged one); they like to send you one and then charge in to attack letting the Ki blast come in slowly and smash you in the face. The Destructo Disk is a devatating attack from long range, but be very careful if you use it, because a lot of things can keep it from hitting the enemy. Any indestructable terrain can stop the attack, rendering it useless. Because of this only use this attack from above or below when you have a clear view of your opponent. Short-range Strategies ���������������������� As soon as the battle starts, dash towards your opponent and begin your assault. Try to switch between combos and, when possible, knock the enemy into a destructible item, charge up and follow up with a Dragon Rush. After this just rinse and repeat. For a little variation try a PPPPX combo followed up by a Kamehameha wave. If your lucky the enemy won't have time to react and you can start all over again. Kamehameha: Yes, I know, I have a Kamehameha section in every part of my guide. No, I am not in love. Although the Kamehameha requires you to be a certain distance from your opponent to work, it's still very useful for short range fighters. The best way to use this attack is to launch it right after a PPPPT combo, or a Solar Flare. I recommend the combo, only because it does't use up any FT balls. Solar Flare: A very useful technique for shorties (my own term thank you very much), Solar Flare has pros and cons. Although it "paralyzes" your opponent for a short while, it uses up your FT balls, taking away the opportunity to go Full Power. Use only when you have a little health and need the next attack to connect. Full Power: The ultimate power up for those Power junkies, full power also is very useful for the shorties. Make sure that is you activate this, you take full adavntage of it. Practice in Duel and practice mode to learn more or less how far you can go before launching your Ultimate attack. While activated, your meele power increses and you can dragon rush with no loss to your Ki. Try to stay as long as possible in this mode before your ultimate. Defensive Strategies �������������������� When the battle starts, try to get as far away as possible, either by dashing backwards, by using a TTTTTC combo or by knocking him away with a PPPPXC combo. After this charge, and watch the radar. The most important part about being on the defense is anticipating your opponents moves. If he charges, send him a Kamehameha wave or a few Ki blasts. If he dragon dashes toward you do the same to begin a struggle, which you'll win. If he sends Ki blasts, just block and when he sends the last one send it back to him. Although I'm not very big on the turtle strategy, I'll still add a few things about it. Abuse the Kamehameha while keeping away from your opponent. The besto combo for the turtles out there is PPPPXC to send the enemy away so you can keep on turtling away. There isn't much more I can say about this strategy, just block everything and give all you've got. Speed Strategies ���������������� For those of you who want to show off by beating someone really fast, or are playing UB and want to defeat your opponent in a short time, then this is for you. Start by knocking the enemy away any way you want and then charge up until you are interrupted. If your opponent dashes send a charged up Ki attack, if he sends a beam, dodge, if he sends small Ki blasts, block them and send the last back. The purpose of this strategy is to save all your Ki until you can send him a Destructo Disk. If you folow this strategy, you should have him down relatively quick. Try to avoid Dragon Dashes, TTTTT combos, and Volleys to save your Ki for the final attack. Kamehameha: For once in my life, I'm going to tell you not to use this baby. If you are going for the Speed strategy, the don't use this too much. Try to avoid much use of this and the DD so you can save up for your Ultimate. Not much else to say here. Combos: Don't forget that hand-to-hand combos don't do very much damage, so try to avoid them. But remember that they also increase your Ki, so don't go out of your way to avoid them. R2: The essential component in this (and pretty much any) strategy, R2 will keep the game going. Try to constantly hit your enemy away to charge and repeat until you have time to send the big baby (your ultimate) in to do the dirty work. If you constantly charge, then you'll never find yourself needing Ki to launch that neccesary attack. Full Power: Once again this mode is very useful. Try to suck all the juice out of it you possibly can. Keep your opponent locked in multiple combos to do horrendous amounts of damage and at the last moment send him away and finish with a Ultimate attack. Don't stay in too long, because you won't be able to use your ultimate. Once again, practice to find out how long you can stay in this mode before launching an ultimate. Tips for Customization ���������������������� Since Krillin has 1 on defense I recommend that you equip potaras in this order: Defense Attack Speed Finishing moves Super Finishing moves The other categories are important, but I normally leave them alone. I don't recommend that you increase the FT skill, because it's almost useless. I'm not saying that you shouldn't equip yellow potaras, I'm just saying that you should equip in that order. For example, I want a Krillin with a Dragon Homing +2 and a Ki Control potara, I should put those and a Defense +, Attack +, and a Speed +. If I think of any more strategies, I'll put them here. Send any requests to [email protected] _________________________________ 6. Author's Notes/Version History ��������������������������������� 6.1. HELP! ���������� I don't really need any help with this one, but feel free to contact me anyway. 6.2. Version History �������������������� Version 0.0: Made the skeleton FAQ, and got all the stats for Krillin. Version 0.9: Written Nov. 03 2005 totally completed guide. Left it at 0.9 in case there are so many errors I have to re-submit. Version 0.99: Added a lot of info, and fixed a few things because I got rejected... : ( (Nov. 04, 2005) Version 1.0: Added the Customization tips, Hopefully this will be the last update. (Nov. 5, 2005) Version 1.01: Added a lot of crap to the guide (also known as the strategy section). Hopefully this'll be accepted. Also added 3 sites to the list. Version 1.02: Totally revamped the "look" of the guide, fixed a few puncuational errors, and added the ascii art (courtesy of osrevad and added my site to the list. Version Final: Finished the guide, corrected all(most all) the grammar, punctuation, and spelling errors, and rephrased some of the sentences. (Apr. 03, 2006) Version Final: Updated the guide with my look format. (Nov 11, 2006) 6.3. In the Next Update ����������������������� This is the final version of the guide, and it won't be updated any further unless a glaring mistake is pointed out, or if I recieve feedback (I'll put you in the thanks section). Please write me with any comments/tips/mistake/any other thing you can think of. 7.4. Thanks ����������� *God, for my salvation and my life. *My dad for buying this game for me. *Gamefaqs, supercheats, neoseeker, gamerhelp, 1up, and mitchfrizell (^_^) for posting this guide. * digimonking for the new look's inspiration. *You, for reading this guide and for the future writters out there, good luck. Thanks for reading this FAQ. 7.5. Dedication ��������������� I'd like to dedicate this guide to Akira Torimaya. Your awesome mangas have relieved a lot of presure in writing, and life in general. Great job, and keep on doing what you do. This guide, in its entirety is Copyright 2005 Mitch Frizzell