--------------------------- Dragon Ball - Super Gokuden --------------------------- and ------------------------------- Dragon Ball Z - Super Gokuden 2 ------------------------------- for the Super Famicom Battle System FAQ by Kaoru (kaoru@saiyan.com) Created 11/13/00 -------------------- Foreword -------------------- To start off, I'm assuming that you're at least vaguely familiar with one of/both of these games. This guide is simply for their rather confusing combat systems. If you want more information about either of them, or a guide on playing the games outside of combat, then I recommend you look at David Rutledge's excellent FAQ for Super Gokuden 1 or Greg Williams' equally excellent FAQ for Super Gokuden 2. Both of these can be found at www.gamefaqs.com. Which is probably where you got this :) Furthermore, Mr. Williams also has an equally concise and equally effective description of the battle system, but heck, I figure it can't hurt if I put in here just to be complete. Why bother with a foreword? Off we go! Oh, and this is my first FAQ, so cut me a little slack :P ----------------- Revison History : ----------------- -v1.0 (11/19/00) Added some more info thanks to PsykoDude!! -v0.2 (11/14/00) Made a few cosmetic improvements and added info about the password and other things pertaining to Gokuden 2. -v0.1 (11/13/00) Created this tiny sucker! -------------------------------- Table of Contents, such as it is -------------------------------- 1. Gokuden 1 Battle System Intro 2. Gokuden 1 Technique List 3. Gokuden 1 Advanced Tips 4. Gokuden 2 Battle System 5. Gokuden 2 Advanced Tips ----------------------------------------------- Dragon Ball : Super Gokuden Battle System Intro ----------------------------------------------- I must say, this game has one of the most creative battle systems I've ever seen. They can probably be compared most closely with RPG-style battles, but they have an interesting twist. The unique part about this game is that, in addition to working in offense, you must work in defense as well. This is the part that stumps most people with no knowledge of Japanese (such as myself when I first played this game). However, for the most part, once you learn the system, you'll find a basically easy and highly enjoyable game. I'm sure I've played the fight with Grandpa Gohan over twenty times, and I've only been playing the game, um, not even a week. One last thing : if you can in fact read Japanese, or at least a limited amount like me, bear with me, because I'm writing this guide primarily for those who can't. The Setup : Basically battles work like this : you are Son Goku, or Goku if you prefer. If you don't know who that is, then why are you playing this game? Your enemy, whoever he is at the moment, is the other guy. Complicated, huh? His name is displayed in the upper-right corner. The bar at the bottom has two values. The value on the left is your current hit points, the value on the right is your current power level. Once all dialogue and story events have occurred, the two fighters begin advancing on each other. Whoever gets to the middle first begins to flash. If it's the enemy, the move he will perform is displayed in the upper left for a few moments before he actually does it, giving you time to react accordingly. The battle continues with each character repeatedly attacking (or not) until one character runs out of HP, or a story event interrupts. See, it's not so hard. Controls : These are simple, too. Press L+R to power up. Do this all the time, until your power is at max. However, while you're powering up, you'll stop moving. So, when you're at max, let go. If you get to the center first, you'll press some button or other to do something. If your enemy gets to the center first, you'll press another button to do something else :P I'll be more specific in the technique list. As you can see, it's not really that difficult, and it's a lot of fun. ---------------------------- Technique List for Gokuden 1 ---------------------------- First of all, press start when you're in the main section of the game (ie when people are talking). A menu comes up. Pick the first selection to go to another menu. Here there will be four options. Just concern yourself with the one on the bottom left. This takes you to the Binding Techniques menu! Yaaay! There are four options here, too. The top is Special Techniques (A button). The second is Punch Techniques (Y button). The third is Kick Techniques (B button), and the fourth is Guard Techniques (X button). When you select one, you'll go to a list of available techniques. If you're at the beginning of the game, this list will be rather small. Okay, if you select anything but Special, the list will be one move long, and it doesn't get much smaller than that. When you select one (or it, as the case may be), you'll be taken to a menu with five entries. One for the button itself (assuming you picked punch techs, the Y button by itself), and one for each control pad direction with the button. As I'm sure you can surmise, you press these button combinations to do moves. Heh, I love talking to people like they're morons...don't mean to insult your intelligence, here :) Now for the difficult part. Exactly *what* are these moves? Well, that's what I'm here to tell you. I cannot tell you at what part in the game you'll obtain these moves...check after every battle and after some events to see if you've earned new ones. Also, many moves consume power. The more power the move takes, the more powerful it is. I'll be listing the moves in the order they appear in the menu, once you've actually got them. Also, I'll be describing the japanese characters for each technique as best as I can, so hopefully you'll be able to know what you've got. Furthermore, I'll be giving a recommended button combination for the attacks as well. There is one move not listed, this will be corrected soon! ------------------------------ Special Techniques (A button): ------------------------------ *Jankengu (basic) - Power 20 - Rock! A flaming punch. Always at the top, and cannot be unbound. *Jankenchyoki (?) (u+A) - Paper! This attack penetrates a lot of blocks early on in the game, and almost always stuns the opponent. Characters look like Jankengu, but have 3 symbols after the kanji. One looks like a reverse "E." *Jankenpa (f+A) - Scissors! A quick dashing attack. Characters resemble Jankengu, but since it's not at the top, is hard to confuse. *Jankenpon Combo (f+A) - Power 60 - A full paper-rock-scissors punch! A rather cool and effective attack. Characters look like the first few, but are longer and have a "3" in the middle. *Nyoibo Attack (b+A) - A simple strike with the Nyoibo (power pole). This is okay, but you obviously can't use it if you don't have the Nyoibo (which happens several times during the game). Has 3 characters, the first of which looks vaguely like an X and is followed by a box. *Nyoibo Extend (d+A) - The Nyoibo extends! I've never seen it repelled. Looks like the above, but has 3 more characters, the last of which looks like an upside down cane. *Flare Kick (f+A) - Power 45 - A very fast flaming kick. Has three characters, the first part of the middle of which looks like an "T" with a slanted top. *Afterimage (d+A) - Power 100 - An extremely effective speed combo, and one of the coolest attacks in the game! Has five characters, the first of which looks like two identical characters stacked on each other. *Flying Attack (u+A) - Power 60 - A powered diving attack. Reminds me of Goten, but I'm sure Goku did it first (I've not seen/read too much Dragon Ball). Has seven characters, the middle of which looks like a "T" with a little protrusion in the middle. The last four characters directly say, in English, "attack." *Kikoudan (u+A) - Power 45 - A simple energy blast, but it's a LOT faster than the Kamehameha. I've never seen an enemy repel it. Three characters, the first of which has something that resembles the mathematical symbols for square root of "X" at the bottom. *Kamehameha (b+A) - Power 90 - Need I say more? Five characters, the second and fourth of which are identical. Be careful with this one; it takes a while to charge up. *Winding Kamehameha (f+A) - Power 900 - A more powerful version of the Kamehameha that snakes around. Two characters in front of the kana for Kamehameha. *Chou Kamehameha (b+A) - Power 2500 - Gosh. The strongest attack in this game. One character that sort of has a line under it with a little box in the middle right, in front of Kamehameha. *Fakeout Kamehameha (u+A) - Power 90 - Goku fires a Kamehameha *backwards* and propels himself at the enemy, smacking them! Cool...but...well, anyway...One character that has a straight line under it, in front of Kamehameha. *Kamehameha Attack (u+A) - Power 2000 - An improved Fakeout Kamehameha that uses the Chou version. Some characters after Kamehameha. -------------------------- Punch Techniques (Y button) : -------------------------- *Punch (basic) - A simple punch. Cannot be unbound. First on the list. This directly says, in English, "punch." *Dash Punch (f+Y) - Power 10 - A dashing punch. Only moderately effective. Four characters in front of "punch," the fourth of which looks like the number "1." These characters directly say, in English, "dash." Therefore, "Dash" and "Punch." *Smash Punch (d+Y) - Power 15 - A punch combo that almost always stuns the opponent. Very effective throughout the entire game. Five characters in front of "punch," the fifth of which looks like the number "1." *Triple Punch (b+Y) - Power 10 - An triple punch combo. Two complicated characters in front of punch. The first can be said, with imagination, to have a wiggly "L" framing it. *Ultimate Punch Rush (b+Y) - Power 983 - Wow. This is a stun move, too. Two characters in front of punch that do not resemble in any way a wiggly L. *Dash Attack (f+Y) - Power 30 - A nifty little combo that doesn’t damage as much as it should...8 characters - combine "Dash" and "Attack." *Rushing Punch (f+Y) - Power 50 - Basically a better Dash Punch, but this is harder to defend against. Two characters. *Headbutt (u+Y) - Power 30 - A dashing headbutt. Four characters, the second of which has a flattened reverse "E" on the bottom. ------------------------- Kick Techniques (B button) : ------------------------- *Kick (basic) - A simple kick. Cannot be unbound. Always at the top. This directly says, in English, "kick." *Dash Kick (f+B) - Power 12 - A dashing kick. Moderately effective. "Dash" plus "Kick." *Dash Knee Kick (f+B) - Power 24 - A better version of the Dash Kick. "Dash" plus two characters that say, in English, "Knee," plus "Kick." *Triple Kick (b+B) - Power 12 - A triple kick combo. Two complicated characters in front of kick. The first can be said, with imagination, to have a wiggly "L" framing it. *Kick Rush (b-B) - Power 180 - A super flaming kick combo! This is one of the best moves in the game. The first two characters are the same as the triple kick, and there are several more afterwords. *Tail Attack (d+B) - A tail whip. Pretty quick and hard to defend against. Begins with an upside-down cane followed by a small horseshoe, followed by a character with a dot with a hole in it on top. Obviously, if you don't have a tail, you can't use this attack. Generally you can tell if you have a tail or not ;) *Jump Kick (u+B) - Power 50 - A flying kick. Rather effective. Begins with a smily-face-like character that directly says, in English, "Jump." Add "Kick." *Slash Down Kick - (u+B) - Power 140 - A flaming flying kick! Quite an effective attack. The very bottom move, that has a lot of simple characters that end with "Kick." The characters say, BTW, "Slash Down." ----------------------------- Guard Techniques (X button) : ----------------------------- *Dodge (f+X) - A quick dodge to the right. Three characters that begin with a vertical line with a curly-cue on the bottom. *Jump Dodge (u+X) - A high jump back. Four characters that end with a "less-then" sign. *Afterimage Dodge (u+X) - Upgraded Jump Dodge. Very effective. Five characters that end with the same two that Dodge began with. *Timely Dodge (u+X) - Upgraded Dodge. Cool to use and remarkably useful! Begins with a triple-stacked box with two tails. *Guard (basic) - A basic block. Very effective against punches and kicks. What you begin with. Three characters with a dash in the middle. This directly says, "Guard." *??? Guard (b+X) - I've never gotten this sucker to work, but admittedly, I haven't tried too hard. Three characters in front of "Guard." The first can be said, with imagination, to have a wiggly "L" framing it. *Powered Guard (b+X) - An awfully effective block, and the one you'll be using for most of the game! Three characters in front of guard. The second one looks like a house. *Catch Guard (d+X) - Catches the enemy’s projectile attack, including energy attacks! Three characters in front of guard, the first of which has something that resembles the mathematical symbols for "square root of X" at the bottom. It begins with the same character as above. *Nyoibo Guard (d+X) - Goku spins his Nyoibo! Very effective against projectile attacks (but not as effective as the above)! The first character looks vaguely like an "X" and is followed by a box. Naturally, you need the Nyoibo to use this. *Counter Punch (f+X) - A counter punch. Five characters that end with a dash, then punch. The first characters directly say, in English, "counter." *Counter Kick (f+X) - Stronger than Counter Punch. "Counter" plus "Kick." *Counter Elbow (f+X) - Stronger than Counter Kick. Much more effective than the previous counters. "Counter" plus three new characters. These new ones say "Elbow." *Afterimage Counter (f+X) - Extremely effective, as far as counters go. Three characters in front of counter. --------------- Advanced Tips : --------------- Oddly enough, for most of the opponents in the game, you don't need to defend if you don't want to. You can just beat the stuffing out of them (see my tips below). Oh, and what are you supposed to do if you can't read the enemy's attack? Well, this isn't as hard as you may think. Just know what YOUR moves look like, and when the enemy flashes and a move appears, quickly pause the game (start button). Study it. If it has a "punch" or a "kick" on the end, and you don't know if it's a jump attack or speed attack, try a block first (you have enough time to unpause it and enter your command). Just pay attention, and you'll learn with ease. Also, don't freak out when you see someone charging up an energy attack; these don't show up until you have the move to defend against them. Furthermore, it usually takes a while, so you could just thump them first. 1. Simple attacks like "Punch" or "Kick" should be blocked with the highest level Guard that you have. Note that "Nyoibo Guard" will occasionally block these, but not reliably by any stretch of the imagination. Attacks like Piccolo and Tenshinhan's "Multi-Punch" and "Smash Punch" can (and should!) be blocked also! 2. Attacks like "Dash Punch" and "Dash Kick" can be blocked as well as dodged and countered (providing that your opponent does not far outclass you). Even versus enemies like Tao Pai Pai, this typically works. 3. Flashier sorts of dashing attacks, like your own Rushing Punch, should be dodged. All jump attacks and sliding attacks should be dodged as well. 4. Any attack where the opponent weaves around before hitting you (like your Afterimage attacks) can be countered, assuming the enemy isn't a lot better than you. Note that there are some of these attacks that I still can't defend against. 5. Bullet and missile attacks are easily stopped by "Nyoibo Guard," and are also easy to dodge! Energy attacks can be repelled by "Catch Guard," which will also work against bullets, missiles, and the like. 6. It does seem as though some attacks cannot be defended against AT ALL...also, strong opponents early on, like Namu and Jackie Chun, can break through a lot of defenses. 7. To just slay practically anybody, wait until they flash before making your attack. You can do this to everybody, and sadly, will win. It's not as FUN though. However, against quasi-invincible opponents like Jackie Chun and the final boss, this is a necessary technique. 8. Don't use energy attacks unless a) your opponent is across the screen, or b) your opponent is stunned. And most importantly, 9. Have fun! The battles are very fun to play, and should be enjoyed to their fullest! 10. The last move. I haven't played through it again yet to get this, but thanks to PsykoDude (who I think I thank like five times throughout this, but hey! I'm grateful :P), here's how to get it! I haven't verified the specifics, so I'll just post what he directly says : using David Rutledge's FAQ, found at www.gamefaqs.com, u can get some of the events the right way. but i have some corrections that i've already emailed to him. the first correction is when bulma is asking goku for his dragon ball. the answer is the second choice. the other correction is when krillin arrives to the island and is sent with goku by kamesennin to find a beautiful woman for him. after you see goku leave the island on the map, press the X button to see krillin say something and a black farmer guy. then go along with what the FAQ says. i hope this info is helpful to you. -PsykoDude02@aol.com ------------------------------- Super Gokuden 2 Battle System : ------------------------------- This is gonna be short, as the battle system in Gokuden 2, while more impressive, is not nearly as in depth as the first game. Basically, the battles run like the first one, except that you no longer advance on each other, you simply declare attacks. Powering up (L+R) is VERY important! You learn new attacks by simply using the ones you have. You can check your progress on the in-game menu. There is no difference in the new attacks (save what I say below) except attack power. The attack power can be determined by looking at the percentage next to the attack on the menus (the percentage represents the amount of power that they consume). There are 6 types of attacks, and they are delivered at the same time. Each move type reacts differently with each other move type. Also, all attacks tie with themselves. Note that the two characters (Son Goku and Son Gohan) have different moves in name, but they look, and work, the exact same; they're just learned at different times. *If both fighters' Attack Declaration bars (upper and lower right) are green, the attacks tie. *If one fighter's is red, that fighter has lost the attack. *If one fighter's is blue, that fighter has won the attack. 1. Energy Attacks (A button) : Beats Power, Loses to Speed, Ties with Counter. To max, Goku must use 110 attacks, and Gohan must use 200. There are four types; renzokukidan ("continuous energy bullet"), kikoudan (a basic energy attack), kakusankiha (a multi energy ball attack), and Bakuhatsuha (a psychic shockwave). 2. Speed Attacks (B button) : Beats Energy, Loses to Counter, Ties with Power. To max, Goku must use 140 attacks, and Gohan must use 210. There are three types; rapid attack, feint attack, and afterimage attack. 3. Power Attacks (X button) : Beats Counter, Loses to Energy, Ties with Speed. To max, Goku must use 170 attacks, and Gohan must use 240. There are three types; flying headbutt, dashing elbow, and super combo (VERY impressive to see, but not as much as the enemy's super combos) 4. Counter Attacks (Y button) : Beats Speed, Loses to Power, Ties with Energy. To max, Goku must use 140 attacks, and Gohan must use 210. There are three types; counter throw, basic counter, and afterimage counter. 5. Super Energy Attacks (A+X) : Beats everything but stun attacks, and does the most damage. Goku uses the Kamehameha (of course), and Gohan uses the Masenkou. This attack may not tie with itself; it all depends on the opponent. 6. Stun Attacks (B+Y) : Loses to everything but Super Energy attacks. Goku uses Taiyouken (or is it Taiouken?), and Gohan uses Ikari (anger) Power. --------------- Advanced Tips : --------------- I highly recommend that you build attacks for both characters, simply waiting for each opponent's move, and reacting with an attack that ties with it. It doesn't matter if a technique succeeds or fails, as long as you use it, you get experience. Gohan's battles with Piccolo and Krillin (or Kuririn if you want to be picky), and Goku's battles with King Kai/Kaiousama are excellent for training. If you're patient, Goku vs. Chichi is the best battle for training, as she does no energy attacks. You almost don't have to pay attention to completely max Goku here! If you complete Gokuden 2, you can make a clear save! If you continue from this save, you can pick what section to start in (the Piccolo saga, the Vegeta saga, or the Frieza saga), and regardless of what you pick, you retain all your experience and acquired events! You can use this to get 100% of the events (some of which are worth it...for instance, Tien killing Nappa). Finally, if you've completed Gokuden 1, the final screen after the credits will be a jumble of meaningless kana and the message, "To be continued." If you go to Gokuden 2 and poke around on the opening menu, you'll find the option to enter it! I've done so, and although recent versions said that I haven't noticed any immediate benefits, I was a complete freaking idiot for failing to notice that you have higher life and power for both characters throughout the entire game :P Furthermore, if you got the missing move from Gokuden 1, you'll start with it in Gokuden 2 as well. Lots of very grateful thanks go to PsykoDude for this, and the info on HOW to get that move in Gokuden 1 as well! Hmmm...that about does it. I can only think of one more thing... If you are playing the ROM of Gokuden 2, and you have the version with the debug mode, activate it and go to the "Battle" section. Go to address "2B" and enjoy yourself...you won't regret it...heh, heh, heh...hah hah...hahahahahahahahhahahahahaha! :) --------- Credits : --------- *Lots of thanks go to Bandai for making a great game! *Even more thanks go to Greg Williams and David Rutledge for actually enabling me to get through these games for the first time. *Thanks YET AGAIN go to PsykoDude. In fact, I'll thank you one more time. Thanks :P *Thanks to Steve for watching me play this game and saying, "Wow, that's pretty cool." Great encouragement :) *Oh, and my political science professor is a god. There was no reason for me to say that, though. *And I don't think I've thanked PsykoDude enough. It's almost like a game ;) *Thanks PsykoDude! Um, if you actually want to use this on some site or other, go right ahead, I don't care :) Let me know though, so I can smile and feel as though I've contributed to the gaming world in some small way.