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.

Vegito FAQ

by DS_Aneila

Dragon Ball Z: Infinite World

Vegito Guide
Author: TS Aneila

=================================================================

Table of Contents:

01: Updates
02: Introduction to Vegito
03: Techniques & Management
04: B3 Goku info
05: B3 Goku strategy
06: B3 Goku match-ups
07: B3 Goku combo section
08: B3 Vegeta info
09: B3 Vegeta strategy
10: B3 vegeta match-ups
11: B3 Vegeta combo section
12: Conclusion
13: Special Thanks to
14: Contact & Legal info

=================================================================
01: Updates-

2/04/09: Updated Goku and Vegeta's combo sections.

1/26/09: Fixed some typos, learned fast cancel recently, gonna
update with infinites for the advance section.

=================================================================
02: Introduction-

Infinite World has given our good friend Vegito a helping hand 
this time around, now that Ultimates no longer require Hyper Mode, 
he becomes a very practical character. He is very powerful in this 
game, boasting great damage and fatigue Deathmoves, high baseline 
ki and good starters to land his damage.

Advantages-

Vegito hits hard�very hard, both his deathmoves deal anywhere 
depending on your form from 800 to 1,300 and cause high amounts of 
fatigue. Armed with 6 baseline ki, 7 if in SSJ and multi-cancels 
that axe kick, and you got yourself a very strong individual. His 
Aura dash and normal dash E are triple shot ki bursts and when 
fatigued he stays in SSJ.

Disadvantages-

Always a 25% chance you lose the mini-game ultimate and depending 
on whether you�re Goku or Vegeta dictates just how hard you are 
going to have to fight to win the match. However, as a whole Vegito 
only lacks nullifiers for his starters to match top tiers. Oh and 
once you become Vegito you pretty much will have only a long combo 
into Final Kamehameha  then a Spirit Canon afterwards and the match 
will be over. =/

=================================================================
03: Techniques & Management-

Canceling: 	

A technique that has been around since Budokai 1, the basic 
concept behind it is using a string that has a chargeable move 
during it, that can keep the opponent in the hit-stun long enough 
to cancel with the guard button and then quickly start a new string. 
It has many advantages, first is it helps you do lots of damage, 
while building you ki meter and makes your strings safe. Moves that 
aren�t canceled are very bad and can usually be punished by opponents 
who guarded or if you whiff. 

They also can be used for mix-up to keep your opponent guessing which 
string you will use next, he�ll have to constantly figure out what 
you�ll do next and when to squeeze in an attack to hit you. Whether 
you�ll tick a throw, side-step behind him, or keep the pressure on 
him is all what makes canceling great. Usually the aggressive player 
that�s always on the offensive can have control over most the match. 

Ki Management:

A very important thing to focus on during a match. You need ki for 
everything almost, deathmoves, ultimates, aura guard, transformations, 
and probably the most important, teleport-counter. You should always 
make sure you have at least 3 bars to TC out of combos, aswell as make 
sure you have the ki advantage over your opponent. Players on the offense 
gain ki at quite a fast rate, while guarding opponents slowly gain a 
fraction of what you get. This goes back to being the aggressive player, 
it helps you stay ahead in the ki department.

There will of course be times when you will be low on ki and your opponent 
will have the advantage. Sometime you can try and get away (usually it�s 
not that effective) to charge it. A solid method of getting back in the 
lead is using anti-TC moves. Examples of this are Goku�s >P+K kick and 
Cell�s neutral P. You wanna use a poke to try and bait them behind you, 
as they appear you can hit them with an anti-TC move. It must either be 
a fast P most the time, or a nullifier to catch them.

Fatigue Management:

The fatigue meter has been taken from Burst Limit and put into Infinite 
World, whether for better or worse. Unlike Burst Limit, you cannot 
lower using transformations, so you must be careful and pay attention 
to it; it only lowers automatically over time but at a very slow rate. 
Fatigue raises while you are blocking or dodging, taking any sort of 
damage in general. Being fatigue will drop most characters into their 
base form state (assuming they can transform). While it seems bad, it 
can be a good thing allowing use of transformation guard crushes again 
to get in damage. Only thing to watch out for is juggle fatigue deathmove 
infinites; Adult Gohan, Goku and Bardock are the main people that can do 
this, if you get fatigued while in their juggle�it�s pretty much game haha.

=================================================================
04:  B3 Goku info

You�ll notice that I classify both Goku and Vegeta as B3 (Budokai 3). 
This is because when equipped with the Vegito potara their moves change 
back to their old B3 versions. Neither him nor Vegeta can transform SSJ 
or above during a match or use a secondary deathmove. Goku is stuck with 
3 baseline ki and only his Kamehameha Wave, luckily the ultimate only 
takes 3 ki bars to use. B3 Goku is nowhere near as good as his IW self, 
not just because he lacks Dragon Fist and SSJ+, but because he is slower 
and doesn�t have his shoulder lunge starter. You must rely on a slower 
version of his >PKK- and KKKK- starters too.

Overall as a character by himself, he lacks great rushdown, being slower 
and more limited on starters means he is moreso gonna focus on a more 
balanced approach to pull off the ultimate. Fortunately both his starters 
lead into axe kick cancels, and easily combo into the ultimate. Also for 
whatever reason, most of the stuns Goku/Vegito gets aswell as new cancels 
don�t properly chain, the person can block during them, so basically they 
share the exact same moveset for now.  Should also add this goes the same 
for his juggles he had from B3 and infinite�yea they are too slow in this 
game.

=================================================================
05: B3 Goku strategy

Setting up for the ultimate-

Because it obviously isn�t going to be easy to pull it off while playing 
as B3 Goku, some helpful advice to work towards it. You�ll wanna make sure 
to get the opponent to TC against you before you cancel into the potara, 
very un-safe and un-wise to combo into it when they have 3 ki bars. Goku 
doesn�t have much for anti-TC but his neutral P poke will suffice. When 
you get the ki advantage on them put some pressure on them while they 
block then dashing P or K to guard crush, follow with a heavy smash and 
quick cancel into the ultimate.
	
Alternatively  if you are having issues breaking their guard or they are 
good at being defensive, remember that fatigue builds while dodging and 
blocking, on fatigue you can quickly charge some ki and go for the ultimate. 
Overall your real trouble will be pulling it off and getting the ki advantage 
against characters with high baseline ki such as Syn, Jan, Kid Buu etc~

If the fusion failed-

If you are stuck as B3 Goku for the rest of the match, depending on who 
you are fighting (mid tiers and above) you may have some trouble. 
Characters that can transform, get more ki and all in all can do more 
damage have an advantage over you. As base Goku your damage will be rather 
low, hitting 1,000 damage at his best. You will be working your butt off 
pretty much, there isn�t much else to say about it, but if you�re fighting 
high tier characters that know what they�re doing you will be in tears.

=================================================================
06: B3 Goku match-ups

Just a generalization for his matchups and how he would fair. Should note 
this is based on personal experience and assuming that each character is used
properly. Since B3 Goku w/ Vegito is a Upper Tier character himself, going to
be working on there first and then up. Mainly just a summary for some, while
decent dettail on what will give him major issues.

Kid Trunks-

Okay, Kid Trunks is a lil' bit better than you until you pull off the Potara. 
His baseline advantage as SSJ and Real Time Ultimate along with slightly 
faster starters and size puts him ahead. His Ultimate is the main thing to 
watch out for. Get the Potara off and you have the major advantage over him in
damage and baseline.

Super Buu-

Sorta tricky, his PK- starter is most likely gonna put priority over yours.
He has baseline ki of 5 and an auto tracking guard breaking DM. Play carefully
against him and Potara away.

Bardock-

Here is where things start getting tough for B3 Goku. His >PPKK starter is
dang near identical to your >PKK. One problem, it is much better. He gets one
more hit outta it than yours does, not only that the last K nullifies and is 
chargeable for a guard so watch out. Up close you would have the advantage with 
KKKK however, Bardock's KP can match you and it also nullifies and pushes you 
back on block. Top it off, watch out for his Heat Phalanx infinite. Even if 
you get the Potara off, all you have is ki over him. He can match your starters
and then some plus fatigue infinite you, so watch it.

Z Vegeta-

Actually not too bad, you sorta have an advantage up until he starts to
transform. Keep him away from SSJ4, pull of your Potara and you're golden.

Frieza-

Stuff gets really hard by now. Frieza has 4 transformations to shuffle through
and get ki advantage. Not only that his >PPPKK is way too quick for you to even
try. Frieza's <P+K tail also out ranges you, nullifies and is safe leading 
into a stun. He has a big advantage over you, even when you are Vegito.

Broly-

He has high baseline, and does ridiculous damage in LSSJ. His priority and 
starters are no pushover either. PK and >PP from him are pretty quick and have
nice range so watch it. If he gets LSSJ his range and speed gets much better so
make sure to have Vegito by then or it will be game. And remember sometimes
Broly's Gigantic Slam is punishable, so pay attention.

Goten-

Roughly the same as Kid Trunks, just slightly better starters. Watch out for 
Goten's PPPK nullifier. Go Vegito and you should be set to win.

Super Baby-

He is quite a threat for B3 Goku. PPKK is fast rushdown and will keep you on 
the defensive, he also has 5 ki baseline. If you get the Potara off watch for
Baby's >P+K shoulder tackle, the priority is great and he can use it to keep 
you back then mount his rushdown. Don't be afraid do launch a Spirit Cannon 
either to punish his whiffed tackle.

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

Now to step up into the higher tiers, this now marks the point where you HAVE
to pull off the Potara to even stand a chance. Pretty much everyone is a bad 
match-up for B3 Goku here.

Kid Buu-

His starters have better range and are quicker, top it off he has Assault Rain
pressure to spam to keep you away and charge his ki back. Topped with great
fatigue building, damage and 6 baseline ki, he is going to be really tough.

Adult Gohan-

Watch for his PPPPP starter, last hit nullifiers and it's quick rushdown. He 
can also match your KKKK starter and his >PKK is better than yours. His SDS 
does insane damage and is really easy to catch you in a fatigue juggle. As 
Vegito you can only match his damage and get a slight ki advantage.

GT Vegeta-

What he lacks in damage he greatly makes up for in priority. On the bright side
his cancels are all fast and take fast cancel to connect. However, his 
defensive P+K will keep you back, and his >P+K shoulder lunge is a perfect tool
for closing in on you. Even still it's iffy, considering the learning curve of
GT Vegeta you may have an easy time fighting him if you pulled the Potara off.

B3 Vegeta w/ Potara-

You are screwed, his rushdown and speed is way too great. He is much more 
likely to pull the Potara off before you and if he does you are pretty much done
for. He is better than B3 Goku in every single way.

Teen Gohan-

While you may have a slight range advantage with your >PKK, Gohan's starters
are much speedier. On both his KKKK and >KKKK they have late nullifiers, so
watch out. Try to get that edge over him by turning into Vegito. If he manages 
SSJ ( which is likely) or SSJ2, watch out for a Super Kamehameha. The damage
and fatigue puts him at such an advantage it'll be hard for you to make a 
comeback. 

Cell-

He has pretty much the best defensive tool next to GT Vegeta. His P will keep
you pressured back and on you toes. Backed with a transformation at the start
and increased baseline he has that over you. Starter wise he can catch you 
without P as far as priority goes. A pretty bad match-up for you even as 
Vegito.

Janemba-

Now it starts getting ridiculously hard to even stand a chance. Jan can zone
B3 Goku with his sword, has much much more speed and ranged starters. His 6
baseline ki along with his instant hellgate DM only furthers his zoning on
you. He also has a non struggle Ultimate which guarantees full damage on you.

Syn Shenron-

6 baseline, insane rushdown, stupid damage and fatigue building. I hate to
be so downing like this, but drop the controller lol. Even as Vegito you 
just can't match him on anything other than damage...

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

Now we get into the Top Tiers, this is where in theory you have really nothing
to utilize other than the Potara, you pretty much NEED to pull it off at the 
start and keep ahead in the damage race.

Dabura-

Maybe the easiest of them to deal with...not that he is even easy though. He 
is basically a better version of Jan in zoning. His spear poke cancels will 
keep you at bay and if you get around them and in his face...prepare to eat a
sword swings and legs. His >P is very fast and is better than any starter you
have in every way possible, up closer and he has his KKKK to rushdown you all 
day. Plus his transformation at the start and increased baseline, all you have
as Vegito is damage and SLIGHT ki advantage.

Pikkon-

He wins, his PPPP nullfies like crazy, he has stupid rushdown against you. His
DM's do insane fatigue and the amount of pressure and quick damage he can
pull on you is astonishing. If you somehow magically pull off the Potara damage 
is really all you have. Try and whittle him down maybe to fatigue him for the
Ultimate, it'll be hard though since you don't have anything to mount an 
offense with.

Yamcha-

Buffed up Pikkon in terms of rushdown and priority. His >E is dangerous so be
careful. He can also WFF infinite you to get his damage up there. Compared to
you he just has to work harder for damage ( assuming you are Vegito).

Z Goku-

Mirror MATCH! Cept it really isn't. If you got your Potara off you are still
screwed. Goku has his lunging shoulder to watch out for, his >PKK is 
wayyy faster than yours. Top if off he has ki building, damaging fatigue 
infinite, and transformations to put him way above you. Easily your absolute 
worst match-up.

GT Goku-

Same as Goku, just smaller so better combo resistance, Ki Cannon DM that is 
anti-TC, faster dragon fist DM, and non stuggle Ultimate. Only thing that 
sets him below his Goku counter-part is less transformations.

=================================================================
07: B3 Goku combo section

Legend:

/\ = Up on D-Pad
\/ = Down on D-Pad
< = Back on D-Pad
> = Forward on D-Pad
P = Punch ; default on Square
K = Kick ; default on Triangle
G = Guard ; default on X
E = Energy ; default on Circle
D = Aura dash ; default on R1
P+K = Punch + Kick ; default on R2
HM/AB = Hyper Mode / Aura Burn ; default on L2
C = Charge Ki ; default on L1
T = Taunt ; Guard + Downx2
\/E = Transformation
/\E = Ultimate

' = Fully Charged.
* = Stun
- = Cancel 
~ = Sidestep cancel ; same as Cancel just with a \/ or /\ + G while charging
HS = Heavy smash, Aura dash then P+K 
D~ = Aura dash sidestep 
^ = Pop up = "Juggle"
FF = Full Fatigue 
R = Reset ; can be done after a FF to make used strings available again
R^ = juggle reset , resets the person from a juggle into a grounded state
GC = Guard Crush

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

 Goku Cancels:

>PKK-
KKKK-

Goku Stuns:

>KKP*
<K* (back only)
>K*

Goku Juggles:

<PP^
<P+K^

------------------------------------
Combos:

Beginner-

(Goku):  >KKP*, <PP^, PPPP >E (Kame. Wave). 10 hits, 702 damage. 15 % Fatigue

Intermediate-

(Goku):  KKKK-, D~ HS, >KKP*, >PKK-, <P+K^, KKKK-^, PPPP >E (Kame. Wave). 
21 hits, 1193 damage. 55% Fatigue.

(Vegito base):  KKKK-, >KKP*, >PKK-, VE HS, <PP^, PPPPPK >E (Final Kame.) 
21 hits, 1847 damage. 97% Fatigue.

Advanced-

(Goku): KKKK~, >KKP*, >PKK-, HS, <P+K^, KKKK-, KKKK-, KKKK-,
KKKK-, KKKK >E (Kame. Wave). 33 hits, 1328 damage. 65% Fatigue.

(Vegito): KKKK-, >KKP*, >PKK-, HS, <P+K^, <P+K^,  >PKK-, KKKK-, 
KKKK-, KKKK-, KKKK-, KKKK-, KKKK <E (Spirit C.) FF, <E (Spirit C.)
42 hits, 3744 damage.

Updates to come�

=================================================================
08: B3 Vegeta info

Now for Vegeta, and let me just say unlike Goku he is far superior. 
Considering both are B3 versions even in Budokai 3 Vegeta was simply 
the better character. Obviously he too can�t go SSJ+, is stuck at 3 
baseline ki and only has his Galick Gun deathmove. However; his rushdown 
and mix-up is vastly better. He has a far more varied and massive combo 
platform to work off of and even a nullifier in one of them.

By himself, he is more than capable of pulling off the ultimate or 
fighting without the potara, he is just that good. Also to add, he has 
a juggle throw which is very nice along with fast cancel pressure and 
dashing K or P guard crush. Overall a much better character than B3 
Goku and is much more likely to pull off the ultimate or a win in base 
form. His >KKK>K- starter is what you�ll be going with, it has great 
priority, keeps pressure on the opponent because the kicks are so fast 
and leads to an axe cancel.

=================================================================
09: B3 Vegeta strategy 

Setting up for the ultimate-

Fairly the same set-up as Goku, don�t use the Ultimate unless you 
cancel into it and they have less than 3 ki, Vegeta has a faster  
P for baiting TC�s and anti-TC compared to Goku too. Armed with a 
great assortment of fast cancels and mix-up you should have a much 
easier time pulling the potara off, but�

If the fusion failed-

�you can still hold your own ground. His damage isn�t too bad and as 
a base character has a very nice advantage over most the IW for one 
reason�RUSHDOWN! Quite simply the speed of his cancels, priority and 
how much he can mix-up gives a Vegeta player quite the lead in a match 
against most the IW cast. Since a lot got toned down on their variety 
of cancels, Vegeta B3 shines because of that. Messing up the fusion 
and fighting in base form isn�t a bad thing because of this, only 
difference is you will not have insane fatigue damaging deathmoves 
and max ki, instead just an overall advantage of pressure compared 
to most characters

=================================================================
10: B3 Vegeta match-ups

Obviously by now you have an idea of what the other characters have from the
previous match-up section. This saves me time and because B3 Vegeta is so good
I only need to cover the characters above him. Nice thing is Vegeta has such an
easier time in dealing with people that are much better than him, unlike B3
Goku.

Cell-

Whew, someone this good is still around your level thankfully. His P is still
quite the threat but now you have the tools and rushdown to keep up. You should
be able to pull off that Potara and as Vegito you have a very nice advantage.
Hard part is working around the P and his transformations since you yourself 
are stuck at base pre-Vegito.

Teen Gohan-

Pretty much the only reason he is better than you is his SK Ultimate, that and
you aren't Vegito at the get-go. Your rushdown is great and you can keep the 
pressure on him easily. Don't let him sit there and block to gain ki though,
gives him and easy transformation then SK which you cannot TC. As Vegito you 
hold basically an SK in your hand ( Spirit Cannon) so you are a bigger threat
than him.

Janemba-

Just watch his zoning, in base form it'll be tough because of it and his ki
advantage. Fortunately his zoning isn't THAT great because of you rushdown and
mix-up options to close in. Remmember when close to throw out Vegeta's fast 
anti-TC P to try and bait him. You want to get his ki down at least to your
level so you can push ahead safely with >KKK>K.

Syn Shenron-

He is like you on steroids. Slightly better rushdown because of the range >P 
hits and 6 ki. Kinda the same strategy used for Jan...just your starters will 
be less effective against him.

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

Well, now for the top guys...honestly you don't shine as much against them but
you will definetly stand a better chance unlike B3 Goku.

Dabura-

Again, buffed up version of Jan. He will be harder to bait and that nasty spear
will be alot of trouble. Be very careful when attempting a approach, get that
Potara and out damage him.

Pikkon-

Still a big threat, B3 Vegeta really needs nullifiers in his moveset but you 
sadly you will be on the defensive most the match. I really don't know what 
else to say.

Yamcha-

Don't wanna be redundant and type the same stuff over, basically a buffed 
up Pikkon, you'll have lots of trouble.

Z Goku-

With all the tools to crush your defense and make you hurt. Be cautious and 
play VERY carefully against him. Try to dash back when he closes in too
transformation guard break, try a ki blast everynow and then to knock his 
shoulder lunge starter back. Remmember though, Goku can cancel it at two spots
and will probably cancel it more often on the first backdash if you are trying 
to rely on the ki blast strategy too much.

GT Goku-

Same as above, and since previously stated in B3 Goku's section you already 
know what he has.

=================================================================
11: B3 Vegeta combo section
Legend:

/\ = Up on D-Pad
\/ = Down on D-Pad
< = Back on D-Pad
> = Forward on D-Pad
P = Punch ; default on Square
K = Kick ; default on Triangle
G = Guard ; default on X
E = Energy ; default on Circle
D = Aura dash ; default on R1
P+K = Punch + Kick ; default on R2
HM/AB = Hyper Mode / Aura Burn ; default on L2
C = Charge Ki ; default on L1
T = Taunt ; Guard + Downx2
\/E = Transformation
/\E = Ultimate

' = Fully Charged.
* = Stun
- = Cancel 
~ = Sidestep cancel ; same as Cancel just with a \/ or /\ + G while charging
HS = Heavy smash, Aura dash then P+K 
D~ = Aura dash sidestep 
^ = Pop up = "Juggle"
FF = Full Fatigue 
R = Reset ; can be done after a FF to make used strings available again
R^ = juggle reset , resets the person from a juggle into a grounded state
GC = Guard Crush

-------------------------------------------------------------------------------
Vegeta Cancels:

>PKK-
<KK-
KK<K-
>KKK>K-
>P>KPP-
K>KP-

Vegeta Stuns:

<P>K*
>K*
>K>KP*
>P>K*
K>KP*
>P>KP*

Vegeta Juggles:

<P+K^
K<K^
>PPPK^
<P<K^

Vegito only Cancels:

>P>KK'K-
KK<K'KK-
KK>K>KK-
(All 3 require fast cancel)
<PPK-^

------------------------------------
Combos:

Beginner-

(Vegeta):  >P>KP*, K>K^, PPPP >E (G. Gun). 10 hits, 732 damage. 
25% Fatigue.

(Vegito base):  K>KP*, >PPPK^ <E (Spirit C.)  9 hits, 1573 damage. 
85% Fatigue.

Intermediate-

(Vegeta): >KKK>K-, >PKK-, <P>K*, KK<K-, PPPP >E (G. Gun). 17 hits, 892 damage. 
40% Fatigue

(Vegito base):  >KKK>K-, HS, >PKK-, K>KP*, K<K-, <P+K^, <P+K^, >P>KKK >E (FK).  
21 hits, 1879 damage. 99% Fatigue. 

Advanced-

(Vegeta):  >KKK>K~, <P>K*, KK<K-, HS, >PKK-, <KK-, <P+K^, KK<K-^, >KKK>K-^, 
PPPP >E (G. Gun).  28 hits, 1305 damage. 60% Fatigue.

(Vegeta, combo off of a throw):  >KKK>K-^, KK<K-^, PPPP >E (G. Gun). 14 hits, 
936 damage. 40% Fatigue.

(Vegito SSJ):  >KKK>K-, <KK-, HS, >PKK-, KK<K-, <P+K^, <PPK-^, PPPP >E (FK) 
[FF]. 23 hits, 2052 damage, Full Fatigue.

(Vegito base): >KKK>K-, K>KP*, <KK-, VE HS, >PKK-, <P+K^, <P+K^, PPPP <E (SC) 
[FF], <E (SC). 22 hits, 3617 damage, Full Fatigue. 

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

GogetaSSJ4666 difficulty-

<PPK-[Whiff <pp], HS, Backdash, >PK'K-, >P>KK'K-, PPP>P-, KK>K>KK-, >KKK>K-,
<KK-, <P>K*, KK<K^, KK<K-, >KKK>K-, KK<K, <PPK- ,KK<K-, >KKK>K-, KK<K-,
<PPK-, <PPK-, KK<K-, >KKK>K-, >KKK>K-, >P>KKK >E (Final Kame.) FF, HS, <E
(Spirit C.) 82 hits, 3726 Damage.

http://youtube.com/watch?v=OwZgZRmbmq8&feature=channel_page

Video with it and good luck.

Updates to come�

=================================================================
12: Conclusion

B3 Goku�s evaluation:

Range: 6/10
Juggle Ability: 6/10
Damage Potential: 5/10
Cancel Ability: 6/10
Stun Ability: 4/10
Rushdown: 6/10
Defense: 6/10

B3 Vegeta�s evaluation:

Range: 7/10
Juggle Ability: 8/10
Damage Potential: 6/10
Cancel Ability: 9/10
Stun Ability: 8/10
Rushdown: 8/10
Defense: 7/10

Backed with insane deathmoves and rushdown, he is a great while using B3 
Vegeta. Overall I wouldn�t recommend using B3 Goku for the potara�he is 
just way too slow. Of course it is completely up to you which one you use; 
the fun thing about it is playing B3 characters both which have different 
playstyles. Vegito is a very fun character to play and very stylish, you 
pull off the potara and you�ve pretty much got the match sealed.

=================================================================
13: Special Thanks to

DIMPS for continuing the series.

Azuro for setting up DBC for these games to have competitive discussion, 
TrollCapAmerica, DrunkenPilot, Nnamz, Escobuu, Gogetassj4666, Dizlord, 
Fog and all the vets who have worked on these games throughout the years. 

=================================================================
14: Contact & Legal Info:

Any questions or concerns about this guide than please feel free to email 
me at [email protected].

This guide is not to be reproduced under other websites other than GameFAQS 
solely or unless with my consent, this is for personal use only and otherwise 
a violation of copyright laws. 

Copyright 2009 TS Aneila