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Follow the dark path or use the light

Janemba FAQ

by spoontendo

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

***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.


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 

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.