====================================================== Dragonball Z: Budokai Tenkaichi 2 for the Nintendo Wii Janemba Character FAQ By Ben Spooner ([email protected]) Copyright 2007 ====================================================== This guide is intended for personal use only. Also, this guide has only been submitted to GameFAQs, and is not intended to be posted elsewhere. If you want to use this guide on your site, that is ok, as long as I am given credit. I hope this helps someone out in some way. I appreciate criticism, though I will not pay attention to any illegible or inappropriate words. ======================= Part 1: Who is Janemba? ======================= Janemba is a creature created when the Spirit Cleansing machine in Other World breaks down because its attendant is too busy listening to his music. When the machine breaks, all the evil that had been cleaned out of the spirits was released. Some of it stuck to the attendant and transformed him into the giant yellow blob that is Janemba's first form. When the evil was released it destroyed the barrier between other world and the real world, causing the dead to exist in the real world. King Yemma summons Goku and Pikkon to help, as he is trapped in his castle by some weird, crystal thing. While Pikkon tries to break the barrier, Goku fights against Janemba. After being tossed around a bit, Goku goes Super Saiyan 3 and tosses Janemba a beating. Then Janemba transforms and Goku has his hands full. That is until Vegeta appears...somehow. Together, they find a way to beat the monster. ***For those of you that have seen the movie, I know this is pretty vague, but I think it is best to not ruin the movie for anyone who hasn't seen it yet. ===================== Part 2: Game Controls ===================== In Dragonball Z: Budokai Tenkaichi 2, the main controller I use is the Wii Remote and Nunchuk Combination. For those of you that prefer the Classic Controller or Gamecube controller, there is a section in the FAQs/Guides section for this game. I am only going to list the controls for the Wii Remote and Nunchuk set up. ======================= Part 2A: Basic Controls ======================= __________ Wii Remote A - Initiates a rush attack (punch/kick combo). When held down, the punch/kick can be charged to cause a Smash hit that will send the opponent flying or break their guard. These Smash hits can be combined with a direction on the Nunchuk's joystick (Up, Down, Left, or Right) to cause the opponent to fly in that direction if the Smash hit is successful. After a Smash hit, you can teleport behind your opponent and hit them again by pressing any direction and B. You can do this twice when in MAX Power Mode, and only one time at any other time. ***Note: Using the Wii Remote controls, a Smash hit can be instantly charged to full power by waving the Remote while charging the Smash hit. This is not possible when using the Classic/Gamecube controllers. B - Fires Ki Blasts. When locked on to your opponent, these blasts will somewhat follow your opponents. The Blast can be charged to release a more powerful blast. Non-charged blasts can usually be fired 3 or more times in succession. Uses a small amount of Ki per blast. D-Pad - Used for a few things. The most used function of the D-Pad is guarding, which is done by holding Down (\/) on the D-Pad. Hold it down to reduce damage from your opponent's attacks. Guarding can be used in tandem with the joystick on the Nunchuk to counter a direction-specific Smash hit. While holding the Guard button down, you can also perform a Power Guard by pressing and holding the B button along with the guard button. This will allow you to reduce damage from opponent's Blast 2s and Ultimate Blasts, and will stop any Rush Blast 2s (where your opponent flies at you), though your guard will be broken. Also performs 1 of your character's Blast 1s when combined with the Z button. Pressing Up (/\) on the D-Pad will initiate Z-Search, enabling you to lock on to your opponent (you will also lock on to your opponent if you come close enough to them). Guarding can also be performed by moving the cursor out of the top of the screen. Another important thing that the guard button is used for is teleporting. There are two ways to teleport - offensively and defensively. To teleport defensively from and opponent's Smash hit, Blast 2, or Ultimate Blast, you must tap guard the split second before your character is hit. The timing takes time to fully understand, but it is vital to know how and when to teleport. You can also teleport in different directions by pressing the direction you want to teleport on the joystick. To teleport offensively, you must start a rush combo. At any point during this combo, press guard and a direction and your character will teleport in that direction, allowing you to continue the rush combo. *Note that while teleporting defensively costs no Ki, teleporting offensively costs 1 Ki Bar. - button - When in battle, the - button switches between your Dragon Radar (which allows you to see any hidden Dragonballs, as well as your opponent's location) and your Sensor Indicator,which lets you know when you are performing a Blast 2. The squares will turn yellow as you perform correct steps in activating a Blast 2. + button - This opens up the pause menu, allowing you to quit the match or look at your skills. 1 button - When you press the 1 button, your character will transform, given that they have a form to transform into. Depending on your character, you may be able to skip levels of transformation. For example, Super Saiyan Goku can skip Super Saiyan 2 and go right to Super Saiyan 3. This is done by pressing a direction on the Nunchuk's joystick at the same time you press 1. Again, I will use Goku as an example. From his base state, Goku can go to Super Saiyan by pressing <- + 1, Super Saiyan 2 by pressing /\ + 1, and Super Saiyan 3 by pressing -> + 1. Only a few characters can skip transformations. Some characters can also power down to their base form, which is done by pressing \/ + 1. Transformations cost 1 Blast Stock for most characters, though transformations like Vegeta (Scouter) into a Great Ape cost 3. Also, some characters can not power down once they have transformed. The 1 button is also used to fuse, given that you have two "fuseable" characters on your team (like Kid Trunks and Goten, or Vegeta (Second Form) and Goku). Fusions are done by pressing Z on the Nunchuk + <- on the joystick + 1. 2 button - The 2 button only has one use. It is used during Tag/Team battle to switch out your other character. _______ Nunchuk Z button - The Z button is very important in this game. When you hold Z down, your character will begin to gather Ki, which is needed to perform Blast 2s and normal Ki Blasts. If you hold the Z button and wave the Nunchuk while you are locked on to your opponent, you will perform a "Dragon Dash" towards your opponent. The Dragon Dash allows you to move at high speeds towards your opponent while locked on, or just move really fast when not locked on. This is useful in avoiding Blast 2s, but it does use energy. C button - The C button is used to jump into the air and then ascend or descend. Press the C button once to jump. If you press it again in mid-jump, your character will stay in the air. If you tilt the Nunchuk while holding Z, you can make you character go higher into the air or go back onto the ground. It can be tricky to get a hold of at first, so here's a tip from me to you. If you want to descend, tilt the Nunchuk so that the C Button is facing away from you in a straight line. If you want to ascend, tilt the Nunchuk so that the C button is pointing towards the ceiling. Joystick - The joystick is how you move in this game. When you aren't locked on to your opponent, your character will move in the direction you are pressing. While locked on to your opponent, if you press Up (/\), you will move towards your opponent, Down (\/) will move you away, and Left (<-) or Right (->) will move you around your opponent. The joystick is also used in transformations, direction-specific Smash hits, and while dashing. Nunchuk - The Nunchuk part as a whole is vital to this game. When you wave the Nunchuk, your character will dash at a faster pace than just moving with the joystick, but not as fast as a Dragon Dash. When locked on to your opponent in close combat, your character will quickly step in, allowing you to attack with a combo. When locked on but not in close combat, waving the Nunchuk will allow you to dash towards your opponent. While dashing towards them, you can press <- or -> on the joystick to make your character move to the left or right as they fly towards your opponent. Also, if you hold /\ on the joystick and wave the Nunchuk, your character will perform a throw on the opponent. While throws are unblockable, they can be easily countered by pressing guard at the moment one character grabs the other. =============================================== Part 2B: Performing Blast 1s/2s/Ultimate Blasts =============================================== ________ Blast 1s Performing Blast 1s is an easy task. When I first started playing this game, I would accidentally do these and not know what their purpose was. Some Blast 1s power your character up, some allow them to avoid an opponent's attack, some will protect you from your opponent's Ki blasts, and others will cause your opponent to be stunned. There are many different Blast 1s, and each character has two different Blast 1s. The controls are the same for every character. To perform one of a character's Blast 1s, press the Z button + guard button at the same time. To perform the character's other Blast 1, press the Z button + Guard + Up on the joystick. ________ Blast 2s This is what makes this game a lot of fun, especially for DB/Z/GT fans. There are 6 different ways to perform a Blast 2. I will explain them all individually, as they are a little difficult to understand just by reading. Each character has 2 Blast 2s and one Ultimate Blast. Most characters use 3 different techniques to perform their Blasts, though some Ultimate Blasts are done the same as one of the character's Blast 2s. All Blast 2s are done by pressing and holding the Z + B buttons and performing a motion with the Remote/Nunchuk. A good way to practice these moves is to go into practice mode and watch the Sensor Indicator as you perform the moves so you can get a feel for what motions are needed to activate the move. #1: The "Kamehameha" Techinique ***Note. For this technique, make sure your cursor remains on the screen at all times. This technique gave me trouble because I kept accidentally moving the cursor off the screen. The name I gave to this technique refers to the motion that you must perform to activate the more. While holding the Z + B buttons, pull the Remote back and then thrust it forward, as if you were doing an actual Kamehameha. Make sure you keep your cursor on screen through the entirety of the movement or the move won't work. #2-5 The Cursor Out- Cursor In Technique I know I said that there were 6 different ways to perform a Blast 2, but I felt that I could condense these 4 into 1 paragraph, as they are all very similar. While holding the Z + B buttons, move the cursor out of the screen to the left, right, top, or bottom, then move it back in. These are the easiest techniques to perform. You don't have to do it really fast or move the cursor way out of the screen - just move the cursor until it is no longer on screen, then move it back in. Remember that each side of the screen is another way to perform a Blast 2. #6 The "Rush" Technique The Rush Technique is named so because it is mainly used to perform Rush Blast 2s, where one character flies towards the opponent and the attack only works if the character connects with it. To perform this type of attack, begin by holding the Z + B buttons. While holding them, wave the Nunchuk twice, then thrust the Remote forward, like the last part of the "Kamehameha" technique. Remember to check a character's skill list during a battle, as each character performs their moves differently. =================================== Part 3a: First Form Janemba's Moves =================================== ___________ Rush Combos A - 430 Last hit charged - 2840 A,A - 860 Charged - 3270 A,A,A - 1290 Charged - 3700 A,A,A,A - 2000 Charged - 4130 A,A,A,A,A - 3280 Charged - 4740 A,B - 1570 Charged - 3410 A,A,B - 2450 Charged - 3590 A,A,A,B - 2430 Charged - 4270 A,A,A,A,B - 3140 Charged - 4980 -> or <- + B - 680 Charged - 1140 *The above move is commonly referred to as the "Rolling Hammer". It is a very useful technique because it causes your opponent to turn around, which can lead to some good combos. Not everyone has this technique. _________ Ki Blasts *First Form Janemba's Ki blasts do not home in on the opponent. They shoot in the general direction of the opponent, but will not always hit, especially from far away. Each press of B shoots 4 blasts with each blast doing 320 damage. I will put the damage sustained if all 4 blasts connect... I'm sure you are good enough at math to figure other numbers out. ^_^ B - 1280 Charged - 4500 B,B - 2560 Charged - 5780 *First Form Janeba cannot use the Dragon Tornado. ________ Blast 1s Howl (2 Blast Stocks) - Raises Attack and Ki, and puts Janemba in MAX Power Mode Mystic Breath (1 Blast Stock) - Unblockable attack. This causes 980 damage and causes your opponent to be stunned for 3-5 seconds. ________ Blast 2s Chou Makahou (4 Ki Bars) - 9800 Technique: Cursor Out - Cursor In towards the top of the screen Rapid Cannon (4 Ki Bars) - 1250 per shot = 10000 Technique: Cursor Out - Cursor In to the bottom of the screen ______________ Ultimate Blast Illusion Smash (5 Ki Bars) - 15800 Technique: Rush Technique =================================== Part 3b: Final Form Janemba's Moves =================================== ___________ Rush Combos A - 300 Last hit charged - 1900 A,A - 600 Charged - 2200 A,A,A - 900 Charged - 2500 A,A,A,A - 1380 Charged - 2800 A,A,A,A,A - 2240 Charged - 3280 A,B - 1360 Charged - 2120 A,A,B - 1380 Can continue Rush combo after using this. A,A,A,B - 1660 Charged - 2900 ...B,B - 2140 ...B,B,B - 2710 ...B,B,B,A - 3470 A,A,A,A,B - 2140 Charged - 3380 ...B,B - 2620 ...B,B,B - 3190 ...B,B,B,A - 3950 _________ Ki Blasts *Final Form Janemba's fully charged Ki Blast can penetrate defense and will always knock the opponent down if it connects. B - 550 Charged - 3200 B,B - 1100 Charged - 3750 B,B,B - 1650 Charged - 4300 B,B,B,B - 2200 Charged - 4850 B,B,B,B,B - 2750 Charged - 5400 ______________ Dragon Tornado A,\/B,B,B,A - 5950 \/B Charged - 6800 A,A,\/B,B,B,A - 6250 Charged - 7100 A,A,A,\/B,B,B,A - 6550 Charged - 7400 A,A,A,A,\/B,B,B,A - 7030 Charged - 7880 ________ Blast 1s Instant Transmission (2 Blast Stocks) - Teleports directly behind the opponent, temporarily causing them to lose their lock on you. Mystic Breath (1 Blast Stock) - This causes 980 damage and causes your opponent to be stunned for 3-5 seconds. ________ Blast 2s Chou Makouhou (3 Ki Bars) - 10000 Technique: Cursor Out - Cursor In towards the top of the screen Lightning Shower Rain (3 Ki Bars) - 1740 per shot = 8700 Technique: Cursor Out - Cursor In to the top of the screen ______________ Ultimate Blast Dimension Sword Attack (5 Ki Bars) - 15040 Technique: Rush Technique ============================== Part 4: My Opinions on Janemba ============================== Janemba is a very interesting character. In his first form, he is alright. His giant status gives him resistance to certain melee attacks, though he is very slow. His Blast 2s and Ultimate Blast are okay, but I don't usually stay in this form long enough to use his Ultimate Blast. I reccomend tranforming as soon as possible. His Final Form is very good. His charged Ki blast will knock an opponent down, Instant Transmission gives you good combo ability, and all of his Blast moves are very good. Not to mention that he also gains the ability to use his sword. This has no special use... I just like his sword. Lightning Shower Rain is especially useful as it homes in on your opponent. =================================================== Part 5: The End - Credits, Thanks,Legal Stuff, Etc. =================================================== Credit given to: -Nintendo, for making this game more fun than previous versions. -Spike, Okratron 5000, Atari, and Funimation, for making this the best DBZ game yet. -Me, for actually finishing something I started. I am in no way associated with Nintendo, Atari, Funimation, Spike, or Okratron 5000. All the copyrights belong to these companies.