This page will enlist all techniques in the game, minus the basic ones which are listed on the Help page.
Basic moves and commands Edit
Left Stick Edit
- Movement : Move your fighter forward, backward, left, right and diagonals.
- Cursor : Move cursor in menus.
- Directional Guard : While maintaining Guard button, protect where incoming attacks come from : down, up, right, left (in addition to neutral). The right direction against the right attack will block it, and even repel the ennemy and give you an advantage if he tried a smash.
- Smash direction : You can smash an opponent upward, downward, leftward and rightward (in addition to straight forward). Use the good direction to crush or bypass ennemy's directionnal guard. Use the wrong direction and you'll be blocked or even repelled.
- Fire charged attacks : While releasing a charged beam or fireball Blast 2, you can fire with a different angle.
- Choosing form : Used at same time as transform button, you can choose what form to go into, depending on the character and Blast Stocks you have. Down is used to revert to base form on Saiyajin characters.
Passives are not listed in skill list when you pause the game.
Giant characters have indeed a huge size, but also some other assets :
- They destroy every obstacle they merely touch, only by moving toward them.
- They are immune to :
- Grabs, even from giant ennemies. Ennemy intenting grab will be repelled, in similar way two grabs counter themselves. However, giants aren't immune to Massive Throw, even from non-giant characters.
- Rush Blast moves (except SSJ3 Goku and Tapion ones). Ennemy using Rush Blast move will bounce on giant.
- They aren't disturbed nor show pain when hit by non-charged rush attacts or Ki blasts. They still receive damages, but they aren't interrupted nor fazed, allowing them to continue to move, attack or charge Ki. There is a drawback, however : being hit by a Rush attack consume a few Ki. This is a nuisance if you attend to reach Max Power Mode, as ennemy has just to hit with a standard punch to deplete the blue gauge. Thus, smashing ennemy far away before charging Max Power Mode is more recommanded than ever. Note that if ennemy charges his hit long enough to be hurted, repelled or smashed, no Ki will be consumpted, as the "unfazed" feature will not occur. Note that LSSJ Broly is the only non-giant character to have this feature.
In another hand, giants are unable to perform :
- Ground Slash, nor the attached moves (such as Illusion Slash or Dragon Tornado).
- Step-In, nor the related moves (such as Rush-In, Step-In counter, Step-In finisher, Step-In Lift Strike).
- Vanish Attack.
Androids and some mechanized characters share two specific traits :
- They can't charge up Ki (by pressing L2 on PS2 or B on Wii), meaning they have to find other ways to gain Ki (such as Rush attacks, specific Ki-absorbing grabs, items...).
- They don't emit Ki lore-wise, traducing in-game by absence of the white ping on ennemy's radar when he loses his Lock-On. Utility is rather limited on "Machine" characters though, since they doesn't have Sleep. However, every character can obtain this stealth with some Z-Items.
Max Power Mode DefensesEdit
In Max Power Mode, some characters and/or forms can gain additional defensive properties. They remain until Max Power Mode wears off, whatever the reason.
Ki blast armorEdit
Character isn't disturbed nor show pain when hit by non-charged rush attacts or Ki blasts. They still receive damages, but they aren't interrupted nor fazed, allowing them to continue to move, attack or charge Ki. There is a drawback, however : being hit by a Rush attack consume a few Ki. This is a nuisance if you attend to reach Max Power Mode, as ennemy has just to hit with a standard punch to deplete the blue gauge. Thus, smashing ennemy far away before charging Max Power Mode is more recommanded than ever. Note that if ennemy charges his hit long enough to be hurted, repelled or smashed, no Ki will be consumpted, as the "unfazed" feature will not occur.
Common passive abilitiesEdit
Ki Blast ArmorEdit
Fighter is not interrupted by foe's simple Ki Blasts. Of course, he still takes full damages from it, but doesn't show the pain animation, allowing him to continue to move, attack, charge, etc.. This doesn't work with mid to fully charged Ki Blasts (but low charged Ki Blasts are still ignored).
Max Power Mode versionEdit
The only difference in this version is it is limited in time. While the fighter is in Max Power Mode, he benefits from this passive. And he loses it once Max Power Mode wears off. Except, obviously, if he has Ki Blast Armor in its normal state.
Fighter is not interrupted by foe's simple punches. Of course, he still takes full damages from it, but doesn't show the pain animation, allowing him to continue to move, attack, charge, etc.. This doesn't work with mid to fully charged smashes (but low charged smashes are still ignored).
Unlike the Ki Blast Armor, Rush Armor has a little downside : each opponent's punch depletes a small amount of Ki. This means a single punch reduces your Max Power Mode charging gauge (while in your Ki bar, cyan gauge takes over yellow gauge) to zero, while characters without Rush Armor keeps their cyan gauge when they are punched. So, you need to be far from the ennemy to charge up to the Max Power Mode.
However, Rush Armor is a fantastic passive with you can initiate counter-attacks easily, since the ennemy will always be attacking while you'll can do whatever you want.
Max Power Mode versionEdit
The first difference in this version is it is limited in time. While the fighter is in Max Power Mode, he benefits from this passive. And he loses it once Max Power Mode wears off. The second difference is that "ignored" punches doesn't depletes the Max Power gauge.
Input : Full smash, (any direction +) B
A.k.a Punishing Attack, the two terms are employed in-game. Press B (and maintain any direction if you want) when you landed a full smash (directional or not) to teleport behind the ennemy and land another smash. This can be performed after a smash or after a Dragon Smash (land a full smash, dash to the ennemy and land another smash). You can land only one Banishing Attack in a row (so, no Smash > Banishing Attack > Dragon Smash > second Banishing Attack). In Skill List, Banishing Attack is listed in Signature Technique, but named Punishing Attack.
Max Power Mode versionEdit
In Max Power Mode, character can use as many Banishing Attack as displayed. This means character can use or chain Banishing Attack several times (often 2) in a row (for example, Smash > Banishing Attack > Dragon Smash > second Banishing Attack, or Smash > Banishing Attack > Second Banishing Attack > Dragon Smash, etc.). Of course, this bonus disappears when Max Power Mode wears off. In Skill List, allowed Banishing Attacks in Max Power mode is displayed in Number of Pursuits.
Absorb Ki BlastsEdit
Character absorbs Ki Blasts instead of deflecting them (by pushing Guard at the right time). Absorbed Ki Blasts restores his Ki. Charged Ki Blasts can be absorbed as well, except those which can't be repelled (ie Kienzans, Blade Beams and Goku SSJ form and onward's Charged Ki Blasts). Only 3 characters can absorb Ki Blasts : Dr. Gero, Andoid #19 ans Super #17.
Character negates opponent's Rush Armor, if he has it. This means that standard punches always interrupts the ennemy. In addition, opponent won't lose any Ki from punches, since all punches interrupt him.
Character has two particularities.
- He can't charge up his Ki normally. Instead, his Ki recovers over time, to the maximum of five bars. This means that cyborg characters can focus only on melee fighting, using their Blast moves when Ki has been auto-charged enough. Once the Ki gauge is full, player can charge up to reach the Max Power Mode, like all other characters.
- He's stealthy, meaning if opponent loses his track, he won't be spotted as an energy source on the ennemy's radar (energy source is a continuous ping appearing on the radar when the ennemy is charging up Ki or has more than 50% of his Ki).
When character hasn't locked his ennemy (or loses his Lock-on) and ennemy has more than 50% of his Ki gauge, a continuous ping can be seen on the radar, signaling ennemy's position. In-game, characters with only Energy Detection are called "Z-type", only in Training mode. Only few characters can't detect energy, such as Hercule and severly hurted Scouter characters for example. Remember that Cyborgs can't be detected.
Character stay stable in the air. Only few characters can't fly (General Tao, Master Roshi, Yajirobe, Hercule, Kid Goku and Cyborg Tao), meaning they run while in the air, preventing them to charge Ki up or guard. After a moment in the air, characters unable to fly fall to the ground (or on the lowest level in Ruined Earth and Space levels, where, due to the absence of solid ground, they continue to run in the air, defending them to charge up Ki and guard). So, characters without Fly suffer a great penalty (not counting they are almost the weakest of the game).
Obviously, character is a giant, meaning he's much bigger, slower and powerful than majority of the roster. Implies he's absolutely impossible to grab (even by another giant character) and invulnerable to majority of Rush Blasts moves (but not all) : the ennemy will be automatically repelled in the two situations. In addition, giants always have other passives, like Anti-Armor and Armors passives ; for commodity, those are listed as separated passives.
Character wears a Scouter, the monocle-type device to detect energy. This boost his Z-Search capacities, allowing him to Lock-on the ennemy quicker than all other characters, to detect energy (like majority of the roster) and even search through walls and obstacles (without necessiting energy source). But it can't detect hidden Cyborgs characters.
In another hand, if Scouter is damaged or destroyed (so, if character's skin is heavily injuried or if character turns into Great Ape form), this ability will be lost, meaning character's search abilities will drop below the standard Z-type searching, since Scouter-type characters don't have Energy Detection. So, character will lose Z-search speed, ability to search through obstacles and ability to spot energy sources.
Unlike other passives, this one is a malus, only "used" by Hercule. Standard punches and ligthly charged attacks don't disturb ennemy, like if he has Rush Armor.
Melee common techniquesEdit
Input : close to ennemy, Dash.
Performs a quick step toward the close ennemy. If ennemy is far, character will perform a Dash instead. Dash and Step-In share the same button to enter. Only the distance change the move performed. While the character is stepping in, he's invincible. Step-In is thus very useful to approache the ennemy with minimal risks, and initiate combos or counter-attacks.
Step-In isn't listed in Skill List but mentionned in Training Mode and in some combos including it.
Input : 5xA, Step-In/Dash.
Rush-In is a Step-In performed just after a combo of 5 simples punches ; this combo pushes the ennemy at short distance, and Step-In closes the gap. Rush-In can be used only after the first rush.
Rush In isn't listed in Skill List but mentionned in Training Mode.
Input : 5xA, Rush In, 5xA, Up + Guard.
Chase Attack is a teleport performed after the second full "A-rush" (preceeded by a first full "A-rush" and a Rush In) in order to appoach the ennemy. It consumes almost a Ki bar.
Alone, this move is rather useless, but combined with Rolling Hammer, it permits to deal heavy damages : use Rolling Hammer in the first rush (or without rush) only, then second rush will occur : use Chase Attack (Up + Guard) at the end to join the ennemy, who won't be thrown on the ground, but will be standing ; then, use a third full A-rush, a Rush In, then a fourth final rush, this time with a Finisher, a Ground Slash or an Air Combo, since ennemy will be thrown on the ground at the end of the fourth combo. This combo can't be used with High Speed Motion, since character returns to the first rush after it (so, ennemy will be thrown at the end of the second full-A rush).
Another application of Chase Attack is to use right after a second full-A rush to approach the ennemy, then use a Step-in counter attack, but result will be dependant of ennemy's behaviour, so it is a minor combo.
In Skill List, Chase Attack is listed in Signature Techniques.
High Speed MotionEdit
Input : while rushing (A to 4xA), any direction + Guard.
Teleport the character on a short distance in the desired direction. Pressing Up won't teleport on ennemy's back, but right in front of him. To get on ennemy's back, you must teleport on the sides while ennemy is attacking (since attacking makes the attacker slowly moving forward). It consumes almost a Ki bar and is usable only while rushing.
For combos, High Speed Motion reset the "rush counter", meaning you can loop a full-A rush followed by a Rush In, then 1 to 4 standard punches (don't end this second rush, or else ennemy will be thrown) and finally High Speed Motion (then repeat).
High Speed Motion isn't listed in Skill List but mentionned in Training Mode.
Only few characters, like Hercule and Videl, don't have High Speed Motion. Also, it is an offensive move, different from the teleport performed when defender press Guard at the right moment to evade ennemy's attack (which is a defensive move that all characters have).
Air combos are the most damaging finishers and also the hardest to perform. They requires 3 steps : the Lift Strike, the Homing Jump and the Air Combo properly said. All characters with Air combos have all of the following moves (meaning for example if you see Lift Strike in Skill List, character has automatically Homing Jump and all 4 Air combos).
Input : while rushing (A to 4xA), Up + B (charge).
Launch the ennemy, often by a foot strike, in the air. Unlike smashes, opponent doesn't fly straight forward away, but quickly falls on ground. Lift Strike is chargeable (charge B) but it is useful only if ennemy's guarding (unless he guards upward). To counter a Lift Strike, defender must guard in down direction.
In Skill List, Lift Strike is listed in Rushing Techniques.
Input : right after a Lift Strike, Dash.
After launching ennemy in the air, character simply joins the ennemy.
Homing Jump isn't listed in Skill List but mentionned in Training Mode.
Inputs : right after Homing Jump :
- A to Ax4, B
- B, Ax5
- B, A to Ax4, B
After launching and joining the ennemy in the air, character performs a combo. Starting a Air Combo with B deals more damage, but requires sharp timing. Ending an Air Combo with B (with a maximum of 4 standard "A" punches before) will smash the ennemy to the ground, disorienting him, meaning he will brievly lose his Lock-On. Remember, Air Combos (particulary the last one) are the most damaging melee combos.
In Skill List, these Air Combos are listed (in their full "Ax4" versions for the second and the last) in Combos (and Combos list only Air Combos).
Input : while rushing (A to 4xA), Down + B (charge).
Sweeps ennemy's leg, making him falling on the ground. Ground Slash is chargeable (charge B) but it is useful only if ennemy's guarding (unless he guards upward). With majority of characters, it can be followed by Dragon Tornado. To counter a Ground Slash, defender must guard in down direction (values are exactly the same as for Lift Strike).
In Skill List, Ground Slash is listed in Rushing Techniques.
Input : after Ground Slash, Bx2, A.
Dragon Tornado is a combo usable only after a successful Ground Slash (or its variants ; in another hand, Dragon Tornado is not usable by all characters who have access to Ground Slash). For the first strike, character punches the ennemy forward ; for second strike, he teleports on him and launches him in the air ; and for the third strike, he teleports a second time on the airborn ennemy and smashes him to the ground.
In Skill List, Dragon Tornado is listed in Signature Technique. It has the same input as Heavy Crush.
Input : at close range, Right/Left + B (charge).
Heavy blow which turns ennemy, so you're on his back. And if you're on ennemy's back, Rolling Hammer will turn him in the normal face-to-face position. Since ennemies take more damages and can't react as quickly as if they were in standard face to face position when they are back-attacked, Rolling Hammer is an excellent attack.
Rolling Hammer also permit a virtually infinite combo. Just loop rushes without finisher and Rolling Hammer, or full-A rush, Rush In, 4xA, Rolling Hammer.
Charge isn't mandatory to make the move effective, but it is useful to breaks or bypass ennemy's guard. To prevent an ennemy's Rolling Hammer, you must defend on the side the ennemy is attacking.
|Defender guard||Same side||Guard||Guard||Guard|
|Up / Down||Guard||Break||Bypass|
In Skill List, Rolling Hammer is listed in Signature Technique. Unlike most melee attacks, it doesn't need to be used in a rush (but still can be used in a rush).
Input : Dash Smash, A, B.
Dash Smash brievly stuns ennemy, just enough to land the second and third strike : second strike is a normal punch, and third strike smashes the ennemy directly to the ground. If ennemy doesn't wake up immediatly, it can be followed by a Massive Throw (assuming the character has this technique). Other combos can be used, like a Step-In counter right at the moment ennemy rises rushing punches. Every guards block the Dash Smash, charged or not.
In Skill List, Sonic Impact is listed on Signature Technique.
Input : Up + B in front of lying ennemy, facing the sky, and you facing his legs.
If all conditions are completed, character grabs ennemy's leg and sends him flying away. This grab doesn't deal any damage but is useful to throw ennemy away and charge some Ki meanwhile, or to chain immediatly with a Blast move (although the ennemy can still evade the Blast move by pressing Guard at the right moment). Massive Throw can be used right after a Ground Slash, but it will often miss, and is best suited to follow a Sonic Impact.
Input : while landing, B (charge).
When character jumps or is in air and lands (voluntary, not consecutive to an ennemy's attack), pressing/charging B right before touching the ground performs a Ground Slash (which can be followed by Dragon Tornado if character has it). It is a rather useless technique, safe perhaps for characters without Fly.
Melee techniques in which inputs are common to barely all characters, but perform different moves. For example, four punches followed by a finisher (so, 4xA then B) always do something whatever the character, but effect is different : Goku performs a Heavy Finish, SSJ Goku performs a Kiai Canon. Personnal techniques enlist in-game much "Rush techniques", a few "Signature techniques" and (unlisted) Ki blasts. Techniques in light blue are weaker duplicates, meaning the character can perform the same finisher with more punches before, so in a more damaging version, so no need to use it.
- A,B (1xA,B) ;
- A,A,B (2xA,B) ;
- A,A,A,B (3xA,B);
- A,A,A,A,B (4xA,B).
Finishers are performed by entering B while rushing, wich means after entering A between 1 and 4 times (5 times ends rush, but Rush In can be used to chain into a second rush). Results depend on the character and/or form. There are 3 types of finishers : Heavy Finish, Kiai Cannon and Flying Kick (names can vary on certain characters), which are detailed below.
In Skill List, these 3 finishers are listed in Rushing technique.
Input : Step-In, B.
Characters who can Step-In can also use a Step-In finisher, which is the finisher right after the Step-In, without using rush (standard punches), or while a Rush In. Advantage of Step-In finishers is that Step-In bypasses ennemy's attacks. While a Rush In, other interest is to directly land the finisher, outspeeding ennemy's guard.
Step-In variants can itselves have a Sway variant, which include a feint between the Step-In and the finish blow. This feint can evade the current attack, but there is almost no practical difference (but the half-second animation in which character bends back) between the standard and the Sway versions.
In Skill List, Step-In finishers, Sway versions included, are listed in Signature technique.
Heavy Finish is a powerful finisher blow, usually in the stomach, that stuns ennemy. It can be charged to break guard and deal more damages. All characters use Heavy Finish, but depending on the character, it can be followed by Heavy Crush.
Heavy Crush input : Heavy Finish, B, B, A.
Heavy Crush is a 3 hits combo which can only be performed right after a Heavy Finish ; first two blows continue to stuns ennemy while the last hit punches ennemy upward.
In Skill List, Heavy Crush is listed in Signature Technique.
Heavy Finish usersEdit
|Character||Form||Finisher #||Heavy Crush||Step-In version|
|Step-In Heavy||Sway Heavy|
|SSJ 2||2, 3, 4||Yes||-||Yes|
|SSJ 3||3, 4||Yes||Yes||-|
|Vegito||1, 2, 4||Yes||-||Yes|
|Super Vegito||1, 2, 4||Yes||Yes||-|
|Super Gogeta||2, 3||Yes||Yes||-|
Kiai Cannon is a finisher in which fighter uses a wind blow instead of a physical attack. Uncharged, it shortly interrupts ennemy's actions (allowing to rush the ennemy) ; half-charged, it breaks ennemy's guard ; and fully charged, it bypasses ennemy's guard to send him flying away. Depending on the character, Kiai Cannon can :
-send the ennemy flying upward or forward (if fully charged) ;
-disorient the ennemy (meaning he loses his Lock-on on you and doesn't move depending on you, allowing you to hide or/and don't be worried about ennemy's Blast moves), which is an excellent bonus ;
-be followed by a Kiai Cannon Smash (see below).
Kiai Cannon SmashEdit
Kiai Cannon Smash input : Kiai Cannon, B.
Kiai Cannon Smash is an additional hit performed just after a Kiai Cannon. The fighter teleports on the opponent and smash him to the ground.
Kiai Cannon usersEdit
|Character||Form||Finisher #||Direction||Disorient||Smash||Step-In version||Alternative name|
Flying Kick is an overhead attack, countered only by up guard. Interest is so to bypasses ennemy's guard, since he isn't guarding up. Contrary to the other 2 finishers, Flying Kick doesn't charge nor have a specific combo to link on.
|Character||Form||Finisher #||Step-In version|
Grab / ThrowEdit
All characters can grab the ennemy and throw him away (by pressing Up and Dash/Step-In). There is no difference between "grab" and "throw", the two words have the same meaning. Usually, a throw sends ennemy flying straight forward. But some characters have special throw, like sending ennemy flying upward on downward, performing an elaborate grab and staying close to the ennemy, being able to grab at short distance, absorbing Ki or regain Health. Some characters are also able to counter with their throw. Neither Throw or special throws are in the in-game Skill list, since it is an universal move.
|Character||Form||Distance||Special outro||Absorbs Ki||Regain Health|
Counters are melee techniques which can counter ONLY ennemy's standard attacks (A). They don't counter smashes, Ki blasts or Blast moves. They can be used in 3 fashions :
- while rushing (A to 4xA, Guard), useful when the two fighters punch at the same time ;
- during a Step-In (Step-In, Guard), useful for approaching the ennemy ; also available with a Rush In.
- and while charging a smash or a finisher (press any button while charging a smash or a finisher). This one is the most tricky and is useful especially for characters who charge slowly.
The last button must be maintained to stay in counter state (except in cases of Feints). If the counter is correctly inputed, the fighter enter in a visible special stance.
Remember certain characters don't have necesserly the 3 moves. For example, Vegito does nothing if you charge a smash and press another button (he will just interrupt his move, but without doing anything else ; this is named Move cancel in Training Mode, but isn't even mentionned elsewhere).
Counters answers to ennemy's simple attack by one of those 4 ways :
|Rush||?||?||Counter Throw||Body Strike|
|Step-In||Sway||?||Step-In Strike Throw||Step-In Strike|
|Smash charge||Feint Sway||Feint After Image Strike||Feint Counter Throw||?|
Character evades current attack, but not consecutives attacks, so it isn't so great. Remember, the button does'nt need to be maintained since Feints lasts only a demi-second. Regroups Sway and Feint Sway.
A backward teleport, to safety. Doesn't consume any Ki as it isn't a High Speed Motion. Useful to launch a Blast move (except long-range Rush Blasts).
|?||?||Feint After Image Strike|
Quickly repels the ennemy and performs the character's grab (with all its caracteristics, for example, Dr. Gero drains Ki from ennemy). Beware of the fact the ennemy can repel the throw (by guarding at the right time).
|Counter Throw||Step-In Strike Throw||Feint Counter Throw|
An unblockable strike which hurls ennemy upward. Depending on the character, it can disorient the ennemy (meaning he loses his Lock-on on you and doesn't move depending on you, allowing you to hide or/and don't be worried about ennemy's Blast moves), which is a great advantage.
|Body Strike||Step-In Strike||?|
All characters have Ki Blasts, both regulars and chargeds. Depending on the character/form, those blasts have different number, shape, size, speed, range, trajectory, power, Ki cost and speed. Most of Ki Blasts, except Kienzan and Blade beam types, can be repelled and even returned to their launcher if guarder at the very time they hit you.
Standard Ki BlastsEdit
- B (repeatedly)
- Dash, B
- Jump, B
Ki Blasts can be fired in rapid succession do deal repeated low damages. If fired while jumping or dashing, it will shoot several (usually 3) Ki Blasts at the cost of only one.
Charged Ki BlastsEdit
- Charge B
- Dash, charge B
- Jump, charge B
Charging a Ki Blast result in a more powerful shot, which can't be fired in succession (but can be fired after a succession of regular Ki Blasts). The other difference is that only one charged Ki Blast can be present at time ; the fighter can't fire a second charged Ki Blast while his first charged Ki Blast hasn't landed. Charged versions are much more different from a character/form to another than regular Ki Blasts, with more variations than uncharged versions, some characters even having different charged Ki blasts depending on firing them on stationnary state, while dashing or while jumping. Charged Ki Blasts are usually just moderate damages fireballs, but some characters can shoot special Ki blasts as below.
Kienzan Ki BlastsEdit
Kienzan are very long range unblockable energy discs, which can't ne deflected neither, even at mid-charge. However, their vertical parabolic trajectory and slow speed make them pretty hard to use efficiently.
Blade beam Ki BlastsEdit
Like Kienzan, Blade beams are unblockable shots, but have a straight trajectory, and better speed, making them very reliable and fearsome.
Paralyzing Ki BlastsEdit
They can take many forms, such as standard fireballs (like Frieza final form) or converging finger beams (like Meta-Cooler). Instead of knocking down ennemies, these Charged Ki Blasts brievly stun them, just enough to chain with a rush. Thus, firing a paralysing Ki Blast while dashing then rushing an ennemy make the rushing easier.
Grenades are exclusive to Hercule. They are best used at close range, since they are very inaccurate. Other downside is they take time before exploding if they miss, meaning it take time before using them once more.
They are the "support techniques", used to boost or protect the user or to disturb the ennemy. All characters have 2 Blast 1, called Blast 1-1 and Blast 1-2. Inputs are always Charge + Guard for Blast 1-1 and Charge + Up + Guard for Blast 1-2, and like Finishers, they trigger different effects from a character to another. All Blasts 1 consumes variable amount of Blast Stocks. Blast Stocks are the number on the player's HUD. They are obtained only through time, independantly of player's behaviour. The vertical blue bar near the number shows the progression in a new Blast Stock acquisition. "Blast 1 +" items can make this bar grow faster, so can make obtaining Blast Stocks faster. Blasts 1 have very varied names, but often same effects, which are the following categories.
When fighter use it, his Blast Stocks decrease but nothing else happens. In fact, Afterimage gives him an invisible number, between 1 and 3, of automatic dodges. Those dodges makes fighter automatically teleport a step aside from the next incoming attack, melee or Blast move, safe Ki blasts. Thus, Afterimage can't be controlled, one can't save a dodge for preventing an easy blow and use it for an harder attack. Afterimages can't stack ; using several Afterimages in a row only "reset" the counter. For example, Krillin gets 3 automatic dodges with Afterimage. If he "uses" only one and use again Afterimage, he won't have 5 dodges but 3. Blast Stock cost and dodges granted depend on the user, and aren't necessarily linked. For Hirudegarn, this move is called Dark Eye.
This version grants only one auto-dodge, which in case of melee attack, launch an automatic counter-attack, dealing as much damages as user's smash and knocking opponent's down.
Majority of characters can buff themselves or recover Ki or Health in many ways. Thing is, boosts (and Speed debuff for Pump Up) signalized by icons are VERY little, almost useless. Main interest is always on the side effects.
This isn't a boost, but the icons which may appear when using a boost.
- Fist : Attack bonus (damages dealt by punches and Ki Blasts)
- Thunder : Blasts bonus (damages dealt by Blasts 2 and Ultimate Blasts)
- Armor : Defense bonus (damages received of all sources)
- Cloud : Speed bonus
- Dark cloud : Speed malus
Gain, for approximatively 10 seconds, Defense boost and especially a sort of super armor effect (not listed by an icon), which make character pain-proof, i.e. he CAN'T be stunned, even by an Ultimate Blast, nor launched by a smash, although he still receives damages (slightly reduced due to the Defense boost). It is the same effect as "Rush Armor" and "Ki Blast Armor", but fused and much more powerful. However, Rush Blast moves and Grabs still works.
Character gains Attack and Blasts bonuses, which stay until a Blast move is performed. Despite its name, it doesn't give an extra boost for Ultimate Blast. Finish Sign can also be stacked up to 5 times in order to enhance its efficiency. This can sound useful for fighters who don't use Blast moves, but once again, buffs are very small, so interest is very limited, and Blast Stocks are better kept for Max Power Mode and/or the other Blast 1 technique. Costs 2 Blast Stocks, except for Pikkon to whom cost is only 1 Blast Stock. Following variations are superior versions of Finish Sign (so, they includes Finish Sign effect and "stackability", but cost can change).
Adds a recover of 2 Ki bars. Pretty useless. Costs only a single Blast Stock, except for fused characters and Frieza second form.
Adds Rush Armor and Ki Blast Armor (not listed by any icons). All effects stay until a Blast move is performed, and number of stacks doesn't modify Armors efficiency. So its main yet hidden interest is to turn the user into a fearsome melee specialist, since armor bonuses makes him ignore pain from standard punches and Ki Blasts, and since it wears off only if user performs a Blast move. Of course, it is possible to use Saiyan Soul, then a Blast move, then Saiyan Soul again to regain bonuses. Costs 2 Blast Stocks, except for Bardock to whom cost is only 1 Blast Stock. Saiyan Soul is the best (and the only useful) version of Finish Sign.
For 3 Blast Stocks, character goes into Max Power Mode after a little "dance", for the main purpose. For minor effect, character also gains all 4 boosts (Attack, Blasts, Defense, Speed). These boosts last until Max Power Mode wears off, whatever because of the time limit or use of a Blast move. Of course, Max Power Mode moves and bonuses specific to the character (like Violent Rush) applies. But in another hand, "Ki" stat drops dramatically, meaning character charges up Ki very slowly. To negate this downside, character has to charge up his full Ki gauge (no need to go into Max Power Mode again). Using again Full Power doesn't work, since Full Power brings the malus.
However, some tricks can be used :
- Using Full Power and waiting the effect to wear off without using a Blast move, then fire a single Ki Blast and charge up to recover the minimal Ki lost. Mechanism is, in order to remove the penalty, some Ki, even minimal, must be spent before charging gauge to maximum. Just guarding Ki to maximum doesn't work. This trick permits to benefit of Max Power Mode without Blast move by using Full Power (remember, if character use a Blast move, he will have a Ki penalty), then to benefit of a second Max Power Mode after a merely 2-seconds charging (without Ki penalty if character used some Ki just before).
- Transforming (including fusions and base forms reversions) ; this negate bonuses and penalty, but the character stays in Max Power Mode.
- Switching (in Tag/Free battles).
Strategies inculde :
- Basically instantaneously going into Max Power Mode. But beware of the Ki penalty right after.
- Using Full Power right after a "normal" Max Power Mode (for example, charging up Ki to Max Power Mode > Ultimate Blast > Full Power > Ultimate Blast) to deal twice damages. Once again, beware of the aftermath.
- Using Full Power at the end of a battle (for avoiding the penalty).
- Especially for low-charging melee characters who don't use Blast moves, using Full Power to go in Max Power mode and benefits its inherent bonuses, then having only to charge up 2 seconds (from full Ki gauge to Max Power Mode) to be again in Max Power Mode when this one wears off.
For some characters, this move's name change, withtout any other impact or justification.
For some rare other characters, both name and minor effect change ; some bonus are in fact removed but cost is also reduced, so these can be seen as economic versions of Full Power.
Generally used by Great Apes ; only gives Attack and Blasts bonuses, but costs 2 Blast Stocks.
Used by Super Trunks ; doesn't give a Speed bonus, but a Speed malus, and costs 3 Blast Stocks ; so it is presumably the worst version of Full Power.
SP Fighting Pose 1Edit
Used by Reecome ; does'nt give Speed bonus, but costs 2 Blast Stocks.
SP Fighting Pose 2Edit
Used by Burter ; gives only Blasts and Speed bonuses, but costs only a single Blast Stock.
SP Fighting Pose 3Edit
Used by Guldo ; gives only Blasts and Defense bonuses (it is the only Blasts bonus in the game that doesn't come along the Attack bonus), but costs only a single Blast Stock.
SP Fighting Pose 4Edit
Used by Jeice ; gives only Attack and Blasts bonues, like Howl, but costs only a single Blast Stock.
Super Unyielding SpiritEdit
Superior version of Full Power, used by several characters, and by Ginyu under the name "SP Fighting Pose 5" ; gives the very same bonuses than Full Power, but for only 2 Blast Stocks (instead of 3).
Give me energyEdit
Unique technique used by Base form Goku. It forms the Spirit bomb, somewhere in the sky of the arena, allowing Goku to use it in his Ultimate Blast. Until Give me energy is used at least once, Spirit Bomb is unavailable. Once Spirit Bomb is formed, it can be strenghtened up to two times, to grow larger (visible in the sky) and deal 1.5 then twice damages. So, for better result, Give me energy can be used thrice before using the Ultimate Blast. Unlike other power-ups, Give me energy is a powerful boost (not counting an Ultimate Blast enabler). But it is costly, at 2 Blast Stocks for each use (so, 6 Blast Stocks for maximum size and damage, then a 7th Blast Stock to reach Max Power Mode and throw the Spirit Bomb).
Fastest strategy is to play Tag/Free Battles, equipping Goku with Self Confidence and making him fight the later, so he joins the battle with several or even all of his Blast Stocks, and can quickly form and power-up the Spirit Bomb.
Unique technique used by Goku (Base form). Gives him full Ki bar and Attack, Blasts, Defense and Speed Bonus, and hidden boost that approximatively doubles Kaio-ken Attack damages. In another hand, Ki continually degrades, and is impossible to charge up.
All in all,this boost is useless, since it requires 3 Blast Stocks, even if Kaio-ken Attack has much more chances to hit the ennemy than Spirit Bomb, because for 3 Blast Stocks, Goku can use 3 Violent Rushs or 3 Max Power Combos.
However, if Goku is equipped with Halo, he can use boosted Kaio-ken Attack 3 times in a row, causing heavy damages.
Unique boost used by the three forms of Broly. It puts Broly into Max Power Mode and gives him Pump Up effect ; so, Attack, Blasts and Defense boosts and Speed debuff are independant of the Max Power Mode state and goes off only after a certain time (meaning Broly can immediatly use his Ultimate Blast or Max Power Combo right after Kakarot, these bonuses and debuff will remain). Second difference from Full Power is Kakarot does NOT cause a Ki charge penalty, so there is no negative aftermath. Cost for each form is respectively 1, 2 and 3 Blast Stocks.
This move can particulary be useful for Legendary Super Saiyan Broly, as he has slow Ki charge rate and natural Rush Armor, meaning simple punches reduce his Max Power gauge to zero and he can have troubles reaching Max Power Mode manually.
Gain temporary Attack, Blasts and Defense boosts, but decrease Speed. Temporary nature means user can use several Blast moves without interrupting the buff.
But in another hand, buffs and debuffs are pretty low, and Pump Up doesn't have side effects, making it pretty useless.
Unique technique used by Ginyu. It grants him Max Power Mode and a permanent Attack power-up, but costs a Health bar (10.000 Health points) in addition of a single Blast Stock. Unlike Full Power, Self-Harm does NOT cause a Ki charge penalty, but neither negates the penalty from SP Fighting Pose 5. Second difference is that Attack boost is permanent, it wears off only if Switch (in Tag/Free Battles) or Body Change is used. The Attack boost can't be stacked by multiple Self-Harms.
Fighter forms an energy shield around him for about 1.5 seconds, hurting ennemy (including while he's using a Rush Blast move) and blocking Ki Blasts (of all sorts, including charged ones). Can be used in an ennemy's rush combo.
Main use is to interrupt an ennemy's combo, mainly Air combo and Violent Rush, since they are among the most damaging ones (and can finish by fighter's disorientation, with the use of Hyper Smash for Violent Rush). But there is always the risk that ennemy profits of fighter's immobility (even after being knocked by the wave) to prepare or use the same move again, or a smash, or a Blast move. So it must be used with caution.
Explosive Wave costs a single Blast Stock. Following variation is a boosted version.
Blocks also all Blast moves ! Cost is always 1 Blast Stock, except for Full Power Bojack, whom cost is 2 Blast Stocks.Depending on characters, name varies, but always includes "Barrier".
Barrier can be used to fully negates harder-to-dodge attacks like Krillin's Kienzan or Majin Vegeta's Final Explosion. It can also be used in the middle of these attacks, so if fighter is hurted by the first hit of a Blast move (other than a Rush Blast), he can always use Barrier to prevent subsequent hits. It makes Barrier a very useful move, much more than Explosive Wave.
One-of-a-kind Blast 1 which simply fully depletes fighter's Ki. Purpose is to no longer display the Energy Source. So, idea is to use Hidden Energy, disorient the ennemy and hide. Hidden Energy has no other effects, so no bonus of any kind. It doesn't negate Ki penalties from Full Power-type moves, nor grants Ki charge bonus. In addition, if fighter charges up Ki and/or stock 50% or more Ki, his Energy Source is once again displayed on ennemy's radar. So, interest of this Blast 1 is relatively poor.
Unblockable short-ranged attack that stuns ennemy for a few seconds. Take various names and Blast Stock costs depending on the character.
Some moves which recover Ki, Health or both.
Full Power ChargeEdit
Character gains almost instantaneously full Ki gauge. It doesn't put him in Max Power Mode (unlike Full Power) nor have a Ki charge penalty.
So, it can be useful, although characters with this move have a fast charge Ki rate. User can so spam his Blasts 2 easily.
Unique technique used by Yajoribe, which fully restore his Health for 3 Blast Stocks !
Character falls asleep and is defenseless several seconds. If he wakes up without being interrupted, he recovers a percentage of his maximum Health points, full Ki (without entering in Max Power Mode) and gets Attack, Blasts, Defense and Speed bonuses which remains until he uses a Blast move (but doesn't stack if Sleep is used several times). Sleep doesn't negate the Ki penalty from Full Power-type moves (but the Ki blast then quick charge trick works).
For better use, fighter must have the higher maximum Health as possible (the higher Health stat, the better heal). Best combo is to use a Rush Blast that teleports fighter in the center of the arena and throws ennemy far in the void, like in Kami's Lookout, Mountain Road, Ruined Earth or Space, and immediatly use Sleep. Other technique is to disorient the ennemy and hides behind an element of the landscape to quietly Sleep.
Unblockable technique which blinds opponent at short range. Blinded opponent has a full white screen for a short time, and is disoriented. However, he can still attack.
This technique is useful to blind and hide, yet risked since user is defenseless during the animation. To avoid ennemy's rush right after the blind, fighter can use High Speed Movement.
Those one regroups all super-attacks types, both Blasts 2 and Ultimate Blasts. Unlike Blasts 1, Common traits and techniques and Melee techniques, Blast moves have many different aspects, like damages, Ki cost, forms, sizes, ranges, hit combos, number of shots, ability to be charged, homing capacity, unblockability, speed and size. So, this section only list generalities about those moves.
Character launches a spheric energy attack. Depending on character, many aspects (including obviously damages) varies : size (from charged Ki blast to giant fireball), hits combos, number and homing capacity.
- Chargeable : Some fireballs doesn't interrupt the action. If player holds on the B button, fighter will charge up his fireball, boosting its size and damages. Charged attack doesn't consumes more Ki.
- Hits combo : Some fireballs deals their whole damages in a single hit, others in several hits. Characters with Barrier-type Blast 1 can use this move while burned by the fireball to negate further damages.
- Multiple shots : Some characters don't fire a single fireball, but two or even three in a row. In this case, attack can never be charged and each fireball deals full damage in a single hit.
Rush Blasts are the attacks where fighter flies fast towards the ennemy to unleash a serie of melee attacks on him on a cutscene. Rush Blasts are among the best moves of the game since if they don't success, fighter doesn't lose his Ki, allowing him to repeatedly use it until he hits the ennemy ! Rush Blasts can be dissociated into three stages, which determines their usefullness (not regarding their Ki cost nor their damages).
- Range : Attack's reach ; the distance covered by the initial fly.
- Short : Fighter covers very few distance, almost few Step-Ins. But in compensation, it ignore Ki blasts and melee attacks, and immediatly connects if used at close range. This makes short-range Rush Blasts fearsome at close combat.
- Long : Fighter covers great distance. Direction can be controlled, to avoid incoming ennemy Blast move or to bypass ennemy's Power Guard. Long-range Rush Blasts can be used as free-cost Dragon Dash. In another hand, at close range, long-range Rush Blast doesn't connect immediatly nor prevents from ennemy's attack, making the user vulnerable for almost a second. For example, ennemy can land a smash.
- Relocation : Where do go fighter and defender once the Blast Rush connects ?
- Stay : Fighter attacks ennemy on place. Pro is if antagonists are next to an item, fighter will be able to repel the ennemy from the place, gaining free hands to claim the item. Con is if Rush Blast launches the ennemy at its end, the ennemy will might hit a wall or arena's limits, making the launch ineffective.
- Ground : Fighter flies around the arena, bringing ennemy with him along his series of attacks. At the end of the combo, fighter will stand on the ground, right in the center of the arena.
- Air : Like Ground, except Fighter will be airborne.
- Expulsion : Finally, in which direction does the final blow send the ennemy ?
- Drop : Fighter lays down ennemy at his feets. Beware as ennemy will be able to rise and rush. To prevent this, fighter can use counters if he have any. Ennemy can be dropped only when attack relocates to the ground (but not all "back to the ground" Rush Blasts ends with dropping ennemy at fighter's feet).
- Downward : Fighter finish his Rush Blast by smashing his opponent to the ground.
- Forward : Fighter finish his Rush Blast by sending ennemy flying straight forward. Depending on the arena and on the "relocation parameter", this gives little to sufficient time to do something, like charge up some Ki, hiding, performing a Blast 1...
- Upward : Fighter finish his Rush Blast by sending ennemy flying up to the skies, before falling helplessely. This gives the most free time to fighter amongst all expulsions, allowing fighter to do almost whatever he wants and making this expulsion the better one !
Defending against Rush BlastEdit
If defender avoid or repels the Rush Blast, whatever the fashion, attacker won't lose Ki, always allowing him to spam his attack until it connects ! In addition, normal guard doesn't prevent Rush Blast ; defender must use :
- Power Guard to repel the ennemy. However, defender must front the attacker, if the attacker comes from side or back, his Rush Blast will hit. In addition, repelling a Rush Blast breaks defender's guard, slightly dizzing him and costing him some Ki, (while the attacker conserves his own Ki).
- Explosive Wave, but ennemy probably will reiterate as soon as the shield will vanish.
- Rush Blast, if defender has any. When the two Rush Blasts collides, a Melee struggle occurs ; camera revolves around the two fighters which are repeatedly punching at high speed. Like in Beam struggle, players must rotate their digital stick as fast as possible to raise their hits-combo counter. After several seconds, the fighter who has the higher hits-combo smashes the other one. Whatever the result, the two antagonists don't lose Ki.
- Dragon Dash with similar effect than Rush Blast method (i.e. Melee struggle), but slower to initiate (as there is no cutscene, so ennemy progresses while defender prepares to Dragon Dash) and costing a little Ki.