Dragonball GT Final Bout

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"Strategy Guide" Guide for Dragonball GT Final Bout

===================================================================
Title          : The Dragonball Final Bout
                 Frequently Asked Questions File
Filename       : Dragonball_Final_Bout_FAQ.txt
Version        : 1.3
Last Modified  : November 11, 1997
Location       : http://wuken.tierranet.com/incoming/Dragonball_Final_Bout_FAQ.txt
                 http://www.aiai.com/~freddy/animepsx/cheat/faq/dbfbfaq.html
                 http://www.chickasaw.com/~david/old/dbfbfaq.txt
                 http://www.gamefaqs.com/

Author         : Sherwin "Wuken" Abesamis
E-mail         : sabesami@ucla.edu
Channel        : #db at anime.terratron.com
URL            : Wuken's Dragonball Pages
                 http://wuken.tierranet.com/

Description    : An information file containing answers to many
                 frequently asked questions about Dragonball 
                 Final Bout.

Credits        : Various issues of Shuukan Shounen Jump & V-Jump
                 for information on the moves and play mechanics
                 of the video game; Toriyama-sensei for the creation
                 of most of the characters in the game; the Lord for
                 continuously blessing me; my visitors for supporting
                 me in nearly everything I do. This FAQ is my way of
                 saying "thanks".

               - PYRO1982@aol.com for revealing how to obtain and play 
                 as Super Saiyajin 4 Son Gokuh

               - Lexus828@aol.com for information on combo breakers

               - Wilson Hanse  for information
                 on Dragonball Final Bout, Son Gokuh's Genki Dama 
                 technique, many of Vegetto's moves, and the "Sky
                 Attacks", endings

               - RBERNAL@concentric.net for information on the
                 "wire-frame" characters

               - m-maze@geocities.com for the Sound Test/Karaoke code

               - Gokou3@aol.com for the specifics of the sound test, and
                 help with the North American version of the game, including
                 the Super Saiyajin 4 Son Gokuh code.

               - Brent "Altaica" Sakoda  for the extremely
                 detailed guide on importing characters from UB22 and 
                 Meteo Smashes, clean-up on Vegetto's moves
      
               - Kenshiroh@aol.com for more of Vegetto's moves, clean-up
                 of names

               - Ryan Sakamoto  for clean-up and corrections

               - Masashi Motonaga  for an easier way
                 to do the sound test

===================================================================
* What is Dragonball Final Bout? *

Dragonball Final Bout is the latest in a long line of Dragonball
video games dating back to the late 1980's. This particular game
is a cut-above the rest; it is a wonderful mix of tried-and-true
play mechanics and ground-breaking new technologies.
     It was apparent that the producers and developers behind
Dragonball Final Bout were concerned with the presentation of their
latest work. They were dead-set on making Dragonball Final Bout a
game that would satisfy fans of the video game series, so they
circulated a questionnaire across Japan asking fans, "What would 
make this new video game feel great?" The responses from this
questionnaire became the foundation of the gameplay behind Dragonball
Final Bout.


* How was Dragonball Final Bout made? *

Dragonball Final Bout is rendered completely in 3-D. The environments 
and characters were first created using wire-mesh technology. 
Texture-mapping and gouraud-shading were then added later to flesh 
out the graphics and add visual depth. Because the game's environments
are essentially 3-D, a player can literally move his/her character 
anywhere around the screen -- from right next to another character 
on the ground to 50 "feet" up in the air. Anything is possible in 
this game.


* What is Dragonball Final Bout basically like? *

Dragonball Final Bout is basically like the Super Butouden games, only
in 3-D.


* Is there a distinct sky-level and ground level, like that
  in the Super Butouden games? *

Unlike in previous games, there is no _distinct_ separation of a "sky 
level" and "ground level". The "sky level" in Dragonball Final
Bout is vast. A character can float five inches above the ground or
as high as 30 "feet" above its opponent. Remember, the environments
in Dragonball Final Bout are 3-D. They have a width, length, and 
height factor to them -- you are allowed to be anywhere within these
limits (think of a particle moving around in a glass jar, and you'll
get the idea of what I mean -- the character is the particle, the
environment is the glass jar). 


* What types of games are included in Dragonball Final Bout? *

There are four modes in Dragonball Final Bout. They are listed below.
     The Taisen mode (Battle Mode) is a 1-2 player mode that pits
you against either the computer or a friend. The computer controlled
characters are chosen randomly. Defeating all of the characters in
the Taisen mode earns you an ending.
     The Tenkaichi Budoukai mode is a no-holds barred tournament
supporting up to 8 players (2 simultaneously). The tournament itself
is set up in three tiers. Whoever wins advances one tier up and one step
closer to being the winner of the tournament. The battle grounds in which
to fight in can be chosen from two different fields (from the Tenkaichi 
Budoukai tournament grounds to an outdoor setting).
     The Build Up Mode allows you to build up the skills and powers
of any character you choose. This Build Up Mode is unique in the
respect that, depending on one's style of play, the character will 
grow in different ways. For example, if you fire off lots of energy
attacks, then the power of the energy attacks will rise. If you are
adept at guarding against attacks, then the endurance of your 
character will increase. There are nearly countless ways to build up
your character in Dragonball Final Bout. Data from Ultimate Battle
22 (a previous Dragonball video game) can be directly imported into
Dragonball Final Bout. The data imported from Ultimate Battle 22 imports
their build-up stats into the game. For example, Ultimate Battle 22 
characters which had very strong ki attacks will have the same 
characteristics in Dragonball Final Bout. Also, the "characters" from 
Ultimate Battle 22 lose about half of their levels when being imported into
Final Bout (MAX characters enter at level 42). This gives them a
chance to advance even further. Characters used in the build-up mode can be
used in the Tenkaichi Budoukai mode (to the best of my knowledge, you
can't use them in the Taisen mode; this was a misprint on part of
V-Jump). This mode is for 1-2 players.
     The Options mode allows you to configure the different variables
in the game, such as the enabling/disabling the power bars, Meteo Smashes, 
Demonstration System, Specials, etc. You may also configure the difficulty, 
and enter a practice mode. (see below for a description of most of these 
aspects).


* What can you tell me about the on-screen meters? *

During battle, you can see a set of gauges up for display. 
     The first gauge stands for "life", or, how much energy your 
character has remaining. The gauge starts off yellow, and slowly 
(or quickly) turns red the more damage is accumulated. When the gauge
turns completely red, your character is knocked out and loses the
match.
     The second gauge stands for "power", or, how much ki your
character has available to perform special attacks. Ki blasts consume
a small bit of the power gauge; super attacks such as the Kamehameha
eat up a considerable portion of the power gauge. One can recharge the
power gauge by accumulating ki (see below). While one is accumulating 
ki, however, he/she is vulnerable to attack, so use this technique
prudently and strategically.


* What can you tell me about the combo system? *

The combo system used in Dragonball Final Bout is similar to that
used in Street Fighter II by Capcom. What I mean by that is that you 
must to work to get each hit (no chain combos a la Killer Instinct). 
Hitting the wrong button at the wrong time will not make the combo 
work. One must time the button presses so that the previous attack 
is "cancelled" by the next. For example: Son Gokuh's Punch, Punch, 
Gekiretsurenkyaku Combo:
     Son Gokuh opens with a punch, which strikes the opponent (a 
flash appears). The instant the punch strikes (or in other words,
when you see the hit flash), immmediately hit punch again to register
another hit. The instant this strike hits, execute the motions for
the Gekiretsurenkyaku special to trip the opponent with two kicks to
the stomach. This makes a total of four combined, CONTINUOUS hits, 
which will knockdown the opponent.
     If the combo one uses on an opponent is particularly fierce, it
might cause them to enter a "groggy" condition. In this state, 
the opponent will be unable to defend himself. This is a perfect
opportunity to blast them with a Meteo Smash or super ki blast.
     Combos can be broken with a well-timed "combo breaker". See below.
     Moves can also be cancelled by quickly pressing the motions for
another move. For example, I can cancel the final hits of Son Gokuh's
Ryuugekiken and start up another Ryuugekiken by quickly inputting the
motions and buttons for the move (down, towards, square) while the first
attack is being carried out. 

    
===================================================================
* What are the basic controls? *

Towards     : Move towards one's opponent
Away        : Move away from one's opponent
Down        : Crouch
Up          : Jump
Triangle    : Fire ki blast (uses small portion of the power bar)
Square      : Punch
Circle      : Kick
X           : Guard


* What are some of the advanced techniques? *

L1(or R1) + Up      : Fly
L1(or R1) + Away    : Dash away from opponent
L1(or R1) + Towards : Dash towards opponent
L1(or R1) + Down    : Move towards the screen (you)
L1(or R1) + X       : Move away from the screen (you)
Square + X          : Accumulate ki (recharges power bar)


* What are some specialized Sky Attacks? *

The sky attacks work similar to those in Hyper Dimension. You simply
tap the buttons listed below to execute the attack. You should be close
to your opponent while doing this, as the range of the attack is 
relatively short.

(while hovering in the air, NOT jumping)
Up + square (?)     : Attack upwards with a punch/kick
Up + circle (?)     : Attack upwards with a kick/punch
Down + square (?)   : Attack downwards with a punch/kick
Down + circle (?)   : Attack downwards with a kick/punch


* What are the combo breakers? *

Combo breakers are defense-oriented counterstrikes. They stop your 
opponent's barrage of punches, kicks, and ki blasts with one strong,
effective counterstrike. While getting pummeled, press towards then 
X to execute the combo breaker.


* What are Meteo Smashes and how do I do them?*

A Meteo Smash is a series of built-in, continuous attacks. These are
VERY devastating. Follow the directions below in order to execute a
Meteo Smash.

  - Push directly towards your opponent while in close proximity
    and tap the R2 button. A kick/punch will be thrown; if it hits,
    the opponent will be thrown back.
  - While your opponent is flying through the air, input the button
    sequences for one of three meteo smashes (punch, kick, and ki
    blast) while still pushing up against your opponent.

# Actually, you can push in any direction while hitting R2 and
  the buttons for the Meteo Smash. The direction that you push
  while executing the Meteo Smash determines the direction that the
  opponent will be batted in. You MUST keep that direction held while
  hitting R2 and the Meteo Smash buttons, otherwise, the Meteo Smash
  will most likely not work.

Punch Meteo     : Square + Triangle
Kick Meteo      : Circle + Triangle
Ki Blast Meteo  : X + Triangle

# Remember to hold a direction down when pressing the above buttons.

Here is a lengthy FAQ on Meteo Smashes, their counters, and the
interesting battles to be accomplished through them.

--- Meteo Smashes ---

Meteo Smashes can be linked together. Here are a couple of things to
keep in mind while doing Chain Meteo Smashes.

     1.) When you chain Meteo Smashes together, a box with the words
         METEO # appears in the lower-left hand corner. This 
         corresponds to the number of Chain Meteo Smashes you have 
         done in a row. I believe the maximum is 8 (e.g. if you've 
         done six meteo smashes in a row, that box will say 
         "METEO 6").

     2.) To chain Meteo Smashes together, execute your first Meteo 
         Smash. If you pull out a successful Meteo Smash, wait until 
         the succession of hits ends. The final hit should send them 
         flying backwards again, which is exactly like what happens 
         when you push up towards them and hit R2. As they are flying
         back, immediately push towards them (or in any direction) and 
         tap the buttons for another Meteo Smash. You can do this
         repeatedly, up to 8 times. I found that it becomes relatively
         easy to chain Meteo Smashes together if you hold down a direction
         while the Meteo Smash is being carried out, and pressing the
         buttons for another Meteo Smash the INSTANT the final hit of 
         the Meteo Smash is registered.

     3.) Punch and Kick Meteo Smashes are LINKS; the Ki Blast Meteo 
         is a FINISHING Meteo Smash. You cannot chain link into another 
         Meteo Smash if you execute the Ki Blast Meteo, because the
         Ki Blast Meteo does not knock the opponent back, which is
         what you need to happen in order to pull off another Meteo
         Smash.

     4.) If your opponent is too close to the boundaries of the playing
         field, and hits it while being pummeled by a Meteo Smash, you 
         won't be able to chain another Meteo Smash in.
         
You can counter the Meteo Smashes. Supposedly you hit the buttons at the
same time your opponent initiates the Meteo Smash, though I'm not terribly
sure on this (since the game is sluggish when inputting in commands, the
exact time one must input in the command is hard to determine). Please 
provide some input on this. Here are the counters:

     Versus Punch Meteo: X + square
     Versus Kick Meteo: circle + X
     Versus Ki Meteo: square + circle

Finally, you can Counter Meteo Smash your opponent. As you are being
sent flying backwards from an initiating hit or from the final hit of a
Punch/Kick Meteo Smash, input in your own Meteo Smash (commands listed above)
to strike back with a Meteo Smash of your own. When it ends, get ready to
chain link into another Meteo Smash, as your opponent can use the final hit
of your counter Meteo Smash to start a Counter Meteo Smash against YOU. 
This sets up a kind of see-saw battle in which Meteo Smashes are 
exchanged back and forth between players. Whoever inputs in the Meteo 
Smash first during the knockback wins.

Here's a summary.

I.   Initiating Hit
     A. Towards + R2
     B. Knocks opponent back

II.  Knockback
     A. Initiator can start meteo smash
     B. "Victim" can use knockback to start his own meteo smash
     C. Fastest wins
     D. Final hit knocks opponent back
     E. Return to IIA and repeat


* My opponent is charging up a super ki blast. How do I defend
  myself against it?*

Dragonball Final Bout incorporates a battle system called the 
"Demonstration System". This is a sort of "You attack, I react"
means of fighting. When your opponent initiates the motions for a
super ki blast at a respectable distance from the other, the game
will enter into an animation of your opponent charging up for the
super ki blast. As your opponent charges up, a small sign with the
words "COUNTER" (spelled out in katakana) will appear in the lower
left-hand corner of the screen. Before this sign appears, and as
your opponent is charging up for his super ki blast, immediately
and continuously input the buttons for the type of defense you 
would like to try executing. Here are the four different ways to 
defend against a super ki blast.

  Hajiku: Literally means "to snap". Push circle and square together 
          and your character will bat the super ki blast away. This 
          will cost a small bit of life energy.
         
  Kaki kesu: Literally, "to put out the fire". This creates a small
             shield of ki around you that nullifies the super ki blast.
             Push X and triangle together. You will lose a little bit
             of life energy while performing this technique.

  Guard: The easiest way of defending against a super ki blast. Simply
         tap X. You will receive half-damage from the ki blast, 
         because you take it head-on.
     
  Uchi Kaesu: Literally, "returning an attack". This is probably the 
              hardest one to pull off, and if you don't input the 
              command correctly, you stand to suffer full-damage from
              the oncoming super ki blast. The reward in successfully 
              "returning an attack" is the chance to damage your 
              opponent in revenge! Hit the buttons circle, triangle, 
              and square all at the same time. If you are successful, 
              your character will fire a super ki blast of his own, 
              and a tug-of-war of sorts will ensue. Whoever taps the 
              triangle button the most during the tug-of-war will win, 
              and damage his opponent!

              # If you tap the triangle button as soon as your 
                character starts charging up for his return ki blast,
                you can gain an early advantage in the tug-of-war!

===================================================================
* Thanks for the lesson! Now, how about a move guide?*

Sure thing. Listed below are most, if not all, of the special 
techniques for each of the 10 normal characters and the 7 hidden
characters.
     The attack names will be given first, followed by the maximum 
amount of damage each attack does, followed by the commands one must 
input in order to execute the special attack. Attack names written in
hiragana and kanji will be given in Japanese; attack names written
in katakana will be translated into English.

For those of you who are unfamiliar with the characters, here is the
character select screen layout.

     A B C D E                 A: Son Gokuh
   F G H I J K L               B: Pan
     M N O P Q                 C: (Little) Gokuh
                               D: Trunks
                               E: Super Vegeta
                               F: Super Saiyajin Son Gokuh (Z)
                               G: Son Gohan
                               H: Cell
                               I: Buu
                               J: Freezer
                               K: Piccolo
                               L: Super Saiyajin Son Gokuh (GT)
                               M: Super Saiyajin Seinen Trunks (Z)
                               N: Super Saiyajin Vegetto
                               O: Super Saiyajin 4 Son Gokuh
                               P: Super Saiyajin (Little) Gokuh (GT)
                               Q: Super Saiyajin Trunks (GT)


=== Son Gokuh ===

Kamehameha (55)          : Away, down, towards, triangle
Chou Kamehameha (105)    : Down, away, towards, triangle
Genki Dama (?)           : Towards, away, down, up, triangle
Ryuugekiken (135)        : Down, towards, square
Gekiretsurenkyaku (115)  : Away, down, towards, circle
Slash-Down Kick (25)     : (in air) Towards, down, circle
Jump Knee Lift (80)      : Down, up, circle
Dash Elbow (20)          : Towards, towards, square
Dash Sekkin (?)          : R1, then L1 + towards
Renzoku Energy Dan (105) : Down, towards, triangle

Suggested combo:
-- Punch, Punch, Gekiretsurenkyaku
-- Dash Elbow, Dash Sekkin, Ryuugekiken, Renzoku Energy Dan



=== Super Vegeta ===

Big Bang Attack (55)     : Away, down, towards, triangle
Final Flash (105)        : Down, away, towards, triangle
Dash Elbow (30)          : Towards, towards, square
Shougekiha (45)          : Towards, away, down, up, triangle
Slash-Down Kick (20)     : (in air) Towards, down, circle
Slash-Arrow Kick (65)    : Down, up, circle
Vegeta Hammer (25)       : Down, up, square
Wild Spin Kick (50)      : Down, away, circle
Super Dash (85)          : Down, towards, circle
Heel Shoot (65)          : Towards, towards, circle
Renzoku Energy Dan (105) : Down, towards, triangle

Suggested combo:
-- Punch, Dash Elbow, Super Dash
-- Super Dash, Heel Shoot, Wild Spin Kick 



=== Trunks ===

Burning Attack (50)      : Away, down, towards, triangle
Finish Buster (100)      : Down, away, towards, triangle
Rushing Kick (130)       : Towards, towards, circle
Sliding Kick (55)        : Away, down, towards, circle
Down The Hill (66)       : Down, away, circle
Brave Sabre (83)         : Towards, away, towards, square
Lightning Show (50)      : Away, away, circle
Kakukin Energy Dan (84)  : Down, towards, triangle

Suggested combo:
-- Punch, Punch, Sliding Kick, Sliding Kick



=== Son Gohan ===

Masenkou (50)            : Away, down, towards, triangle
Kamehameha (100)         : Down, away, towards, triangle
Knee Smasher (65)        : Towards, away, towards, circle
Zankoukyaku (35)         : Down, up, circle
Bukuukyaku (320)         : (in air) Towards, down, circle
Missile Kick (60)        : (in air) Down, towards, circle
Jet Uppercut (40)        : Down, towards, square
Renzoku Energy Dan (90)  : Down, towards, triangle

Suggested combo:
-- Knee Smasher, Kick, Zankoukyaku



=== Piccolo ===

Makankousappou (45)      : Away, down, towards, triangle
Gekiretsukoudan (95)     : Down, away, towards, triangle
Sonic Kick (50)          : Towards, away, towards, circle
Madankyaku (30)          : Down, up, circle
Bukuukyaku (255)         : (in air) Towards, down, circle
Zankuureppa (60)         : Towards, towards, towards, circle
Mashoudankyaku (60)      : Away, down, towards, circle
Mystic Attack (30)       : Towards, towards, square
Renzoku Energy Dan (70)  : Down, towards, triangle

Suggested combo:
-- Madankyaku, Sonic Kick, Zankuureppa



=== (Little) Gokuh ===

Kamehameha (50)             : Away, down, towards, triangle
Chou Kamehameha (100)       : Down, away, towards, triangle
Sliding Bomb (55)           : Away, down, towards, square
Sanrenkyaku (100)           : Towards, towards, towards, circle
Slash-Down Kick (35)        : (in air) Towards, down, circle
Bakuretsu Combination (180) : Towards, down, away, square
Solid Shoot (20)            : Down, towards, circle
Renzoku Energy Dan (90)     : Down, towards, triangle

Suggested combo:
-- Punch, punch, kick, Sanrenkyaku



=== Freezer ===

Death Ball (45)                  : Away, down, towards, triangle
Evil Energy (95)                 : Down, away, towards, triangle
Super Tail Kick (60)             : Away, down, towards, circle
Guillotine Kick Combination (80) : Towards, towards, circle
Jasenkou (70)                    : (in air) Towards, down, circle
Head Attack (70)                 : Away, away, towards, square
Dash Elbow (30)                  : Towards, towards, square
Freezer Beam (70)                : Down, towards, triangle

Suggested combo:
-- Freezer Beam, Dash Elbow, Super Tail Kick



=== Pan ===

Atomic Side Blitz (45)       : Away, down, towards, triangle
Twin Energy Ball (95)        : Down, away, towards, triangle
Eagle Knee Lift (25)         : Down, up, circle
Senbuu Heel Otoshi (30)      : Down, towards, circle
Cutting Uppercut (60)        : Towards, away, towards, square
Jack Force Combination (180) : Down, towards, square
Wild Whip Cycle (???)        : Towards, away, down, up, square
Renzoku Energy Dan (60)      : Down, towards, triangle

Suggested combo:
-- Punch, Punch, Eagle Knee Lift, Cutting Uppercut



=== Cell ===

Kamehameha (65)               : Away, down, towards, triangle
Shougekiha (115)              : Down, away, towards, triangle
Cell Combination (180)        : Towards, up, towards, square
Rising Attack (105)           : Down, up, square
Head Attack [beginning] (45)  : Away, away, towards, square
Head Attack [additional] (45) : Towards, square
Ground Slider (80)            : Down, towards, circle
Power Attack (45)             : Down, towards, square
Renzoku Energy Dan (135)      : Down, towards, triangle

Suggested combo:
-- Punch, Cell Combination, Ground Slider



=== Buu ===

Powerball (55)                  : Away, down, towards, triangle
Vice Shout (105)                : Down, away, towards, triangle
Arm Ball (40)                   : Down, away, square
Ultimate Punch (35)             : Away, down, towards, square
Spiral Kick (100)               : Down, towards, circle
Buu Bomber (45)                 : Towards, away, down, up, triangle
Earth Shoot (75)                : Away, down, circle, circle, circle
Expand Punch (35)               : Towards, away, towards, square
Kakusanrenzoku Energy Dan (105) : Down, towards, triangle

Suggested combo:
-- Punch, Punch, Kick, Kick, Spiral Kick



=== Super Saiyajin 4 Son Gokuh ===

Kamehameha (?)            : Away, down, towards, triangle
10 Bai Kamehameha (?)     : Down, away, towards, triangle
Spear Shoot (?)           : Down, towards, square
Slash-Down Kick (?)       : (in air) Towards, down, circle
Reppugazanshuu (?)        : Away, down, towards, circle
Jump Knee Lift (?)        : Down, up, circle
Dash Elbow (?)            : Towards, towards, square
Renzoku Energy Dan (?)    : Down, towards, triangle



=== Vegetto ===

Final Kamehameha (160)      : Down, away, towards, triangle
Flash Sword Attack (110)    : Away, down, towards, triangle
Psychic Whip (320)          : Away, down, up, triangle
Heel Shoot (90)             : Towards, towards, circle
Spiral Heel Shoot (200)     : (in air) Towards, down, circle
Phantom Summer (200)        : Away, down, up, circle
Rising Chain Kick (475)     : Down, up, circle
Atomic Break Combo (290)    : Down, away, circle
Renzoku Energy Dan (240)    : Down, towards, triangle

Suggested combo:
-- (while close) Ki no Tsurugi, Final Kamehameha



=== Super Saiyajin Son Gokuh (Z) ===

Kamehameha (105)           : Away, down, towards, triangle
Chou Kamehameha (155)      : Down, away, towards, triangle
Renzoku Energy Dan (240)   : Down, towards, triangle
Ryuugeki Combination (440) : Down, towards, square
Dash Elbow (65)            : Towards, towards, square
Jump Knee Lift (215)       : Down, up, circle
Slash-Down Kick (140)      : (in air) Towards, down, circle
Bakuretsurenkyaku (575)    : Away, down, towards, circle



=== Super Saiyajin Son Gokuh (GT) ===

Kamehameha (105)           : Away, down, towards, triangle
Chou Kamehameha (155)      : Down, away, towards, triangle
Renzoku Energy Dan (240)   : Down, towards, triangle
Ryuugeki Enbu (440)        : Down, towards, square
Dash Elbow (65)            : Towards, towards, square
Knee Shock (215)           : Down, up, circle
Slash-Down Kick (140)      : (in air) Towards, down, circle
Power Stream (505)         : Away, down, towards, circle



=== Super Saiyajin (Little) Son Gokuh (GT) ===

Kamehameha (100)         : Away, down, towards, triangle
Chou Kamehameha (150)    : Down, away, towards, triangle
Renzoku Energy Dan (225) : Down, towards, triangle
Slide Fire (150)         : Away, down, towards, square
Sanrenranbushuu (190)    : Towards, towards, towards, circle
Slash-Down Kick (160)    : (in air) Towards, down, circle
Blocking Roll (500)      : Towards, down, away, square
Solid Shoot (315)        : Down, towards, circle



=== Super Saiyajin Trunks (GT) ===

Burning Attack (95)      : Away, down, towards, triangle
Finish Buster (145)      : Down, away, towards, triangle
Kakusan Energy Dan (150) : Down, towards, triangle
Down The Hill (160)      : Down, away, circle
Shoot Rush (425)         : Towards, towards, circle
Grand Swing Kick (145)   : Away, down, towards, circle
Brave Sabre (220)        : Towards, away, towards, square
Lightning Crush (210)    : Away, away, circle



=== Super Saiyajin Seinen Trunks (Z) ===

Burning Attack (95)         : Away, down, towards, triangle
Finish Buster (145)         : Down, away, towards, triangle
Kakusan Energy Dan (150)    : Down, towards, triangle
Down The Hill (160)         : Down, away, circle
Blocking Over (355)         : Towards, towards, circle
Grand Shoot Jabbering (145) : Away, down, towards, circle
Brave Sabre (220)           : Towards, away, towards, square
Lightning Sonic (210)       : Away, away, circle


===================================================================
* Are there any hidden characters in Dragonball Final Bout? *

Yes, there are. You can access six Super Saiyajin characters at
the very beginning of the game using the following code, inputted
at the title screen (has a picture of Son Gokuh on the right, with
the Dragonball Final Bout logo on the left), after the screen has 
completed its fade-in:

     Right, left, down, up, right, left, down, up

This will give you the characters Super Saiyajin Trunks, Super 
Saiyajin Seinen Trunks (from the future), Super Saiyajin Son Gokuh
(Z), Super Saiyajin Son Gokuh (GT), Super Saiyajin Chibi Son Gokuh
(GT), and Super Saiyajin Vegetto.
     In order to use Super Saiyajin 4 Son Gokuh, you must first enter
the Taisen mode, and choose to fight against the computer on the
hardest skill level (HARD). You must then reach Super Baby without 
continuing, and defeat him with a perfect (or near-perfect). You will
then be given the chance to fight Super Saiyajin 4 Son Gokuh -- upon
beating him, you should be able to select him in the character select
screen.
     You can also select Super Saiyajin 4 Son Gokuh instantly by first
inputting in the code above (right, left, down, up, right, left, down,
up), and then pressing the triangle button five times, and the X button
nine times. North American owners of Dragonball GT: Final Bout, press
the triangle button five times, and the SQUARE button nine times.
     Super Baby is the boss of the Taisen Mode -- you must defeat 
every character in order to fight against him. There appears to be no
way to play as Super Baby.

You can also choose to fight as a wire-frame character (wire-frame only;
no texture maps or gouraud-shading added). To fight as a wire-frame 
character, simply hold down the "select" button while choosing your
character, and continue to keep it pressed until the match begins.


* Are there any other kinds of cheats/easter eggs? *

There is a sound test. (Japanese Dragonball Final Bout only)
                       (built into the American Dragonball GT: Final Bout)

Turn on the game and hold down L1, L2, R1, R2. Hit start to get out 
of the opening animation. While still holding down L1, L2, R1, and R2, 
press the triangle button 9 times, the X button 9 times, the square 
button 9 times, and the circle button ONCE.
     You may also access the sound test by holding down select, then 
pressing and holding the following buttons in this order: R1, R2, L1, 
and L2. Keep them pressed until the sound test screen appears.

Here are the specifics.

--- Sound Test ---

Sequence number       : Music Tracks (30)
Voice number          : Audio samples of the characters (180)
Master Volume         : 127 being the loudest, 0 being mute
End (Owari)           : Ends the sound test

Press circle to play the sound; X to end it. Select button removes the screen
with the sound options, showing the clouds and city behind it. Pressing
select during sequence numbers 1, 2, and 3, will display the lyrics to
the instrumental vocal songs (karaoke mode).


* How do I save these hidden characters? *

To be honest, I really don't know how. It shouldn't though, be that much of
a problem to just input the codes in each time you start up the game. You 
should be able to save the hidden characters in the Build Up mode.


* How many endings are there to the game? *

There should be three. One when you beat the game on normal, another when
you beat it on hard, and one more when you beat it on hard and get
Super Saiyajin 4 Son Gokuh in the process. The endings are usually the same;
(credits and a picture of the characters in a circle) the final and hardest 
ending to get contains a couple of new vocal tracks.

===================================================================
* I heard that Dragonball Final Bout is going to be 
  released in America. Is this true? *

Yes, that's correct. Dragonball Final Bout was released in America on 
November 3rd, 1997, under the title Dragonball GT: Final Bout. The changes 
to the game involved alterations to the voice (character select, winning 
quote, and finishing quote) and opening music, as well as text (basically, 
a translation from Japanese into English). It is a very good translation 
of the original game.

===================================================================
* Where can I find more information concerning 
  Dragonball Final Bout?*

Glad you asked. I've written up several extensive articles on the game. 
Please visit my news site located at http://wuken.tierranet.com/dbznews.html 
if you would like to read said articles. I have also archived on my website 
nearly 70 screenshots of Dragonball Final Bout, and currently have 
the opening animation in MPEG format. The above items may be found at the
same address, http://wuken.tierranet.com/dbznews.html. Scroll down to the
bottom of the page, and keep hitting the link named "See More News" until
you come across some Dragonball Final Bout information.
     Another great website which I recommend for Dragonball Final
Bout information is Dragonball World, located at the address
http://www02.so-net.or.jp/~dbworld/ . hikage T. has done a marvelous
job of relaying Dragonball Final Bout news. Look for the news and 
pictures in the Bird Watching section. You will need a program to
decode the Japanese encoding on the website.
     Anime Playstation, located at http://www.aiai.com/~freddy/animepsx/ ,
is another fantastic site dedicated to Playstation imports. I've
always admired Freddy Chan's work; with regards to Dragonball Final
Bout, Anime Playstation has a fair amount of information and some
pictures of the game you won't find anywhere else.
     If you can read Japanese, I recommend that you visit the Bandai
of Japan website. They have a section on Dragonball Final Bout located
at http://www.bandai.co.jp/multi/db.html . Most of the pictures found on
these pages have been used on other such prominent websites, like
Playstation Gamer.
     If you want an alternative source of playing information, then please
visit Phosphors Magazine, at http://www.phosphors.com/ . James M. Ratkos 
and Elizabeth M. Hollinger have translated most of the instruction manual
into English. Screenshots have been included with their translation.
     Finally, visit PSM Online, located at http://www.psmonline.com/ , if
you would like more Quicktimes, screen shots, and the latest news on the 
United States release of Dragonball Final Bout.

===================================================================
* One last question. Can you give me a quick summary of the game's
  release dates, prices, and whatnot? *

Title            : Dragonball Final Bout
Manufacturer     : Bandai
System           : Sony Playstation
Genre            : 3-D Fighting
Price            : 5800 yen
Release Date     : August 21, 1997 (Japan)
                   November 3, 1997 (America)
Copyrights       : Shueisha, FUJI TV, TOEI Animation

===================================================================
* Questions / Comments *

If you have any comments or questions regarding any portion of this
FAQ, please contact me at sabesami@ucla.edu. If you feel you can
contribute something to make this FAQ better, again, please contact
me at sabesami@ucla.edu. Any contribution you make to the FAQ will
be recognized (in other words, I'll give you credit for it).

Enjoy the FAQ and Dragonball Final Bout.

===================================================================
* Copyright / Permissions *

Copyright (c) Sherwin "Wuken" Abesamis 1997. All rights reserved.
This FAQ may be printed out and used for your own pleasure (that
was the intention of writing the FAQ). This file may not be modified
in ANY way without my approval.

You may not publish this file in any sort of print format (magazines,
newspapers, fanzines, websites, etc.) without the prior, written,
and explicit consent of Sherwin "Wuken" Abesamis.

You may NOT sell this FAQ or package it in with another product. 
This file is a work of labor and love. I created it so that others
may enjoy Dragonball Final Bout without having to worry about the 
language barrier between Japanese and English. This FAQ is a 
completely FREE service. If you have bought this FAQ from any retail
company, call them up on it.

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