Dragonball Z Budokai: 3 Androids 17 & 18 FAQ and Game Guide ------------------------ {contact and copyright} Kostia (vine_violet@hotmail.com) This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be displayed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. The following websites have permission to use this FAQ: http://www.neoseeker.com/ {---{--{-{Version History}-}--}---} Pre-finished: Submitted on Dec. 21, 2004. I'm not going to arbitrarily title it v.1.0.1.1 or something when I honestly don't have a numeric measure of how incomplete it is. The only thing that is missing is a list of combos and some death move info. Check back for that later. Pre-f. 2: Submitted on Jan. 2, 2005. gullstore@yahoo.ca has pointed out to me the possibility of using Krillin in #18's Accel Dance under special circumstances. I have confirmed this, and I will research this to the best of my ability. And I still haven't finished the combos section, but I will when I have some spare time. {Note: visit http://www.iguides.net/mov_dbz3_top10b.html in order to view footage of #18 and Krillin's special version of Accel Dance.} Pre-f. 3: Submitted on Jan. 15, 2005. This should be the last version before I submit a finished product (in other words, one that contains the combo lists). In this version, I revised the Damage on the Death Moves and Ultimates to include both the damage when a capsule is set twice and the damage when using a breakthrough, which is 25% higher. Contents -------- I. Introduction II. Character Profiles i. Android 17 ii. Android 18 iii. In-Game Notes III. Basic Moves and Combos i. Android 17 ii. Android 18 IV. Death Moves and Ultimates i. Android 17 ii. Android 18 V. Strategy & Character Discussion i. Which Android is Best for Me? ii. Who to Look Out For VI. Capsule Suggestions i. List ii. Android 17 iii. Android 18 VII. Wrapping Up I. Introduction --------------- I wrote this guide for a couple of reasons. First off, because the twin cyborgs have always been my favorite characters from Dragonball Z. This gives me the chance to talk about them at length, which is something I don't often get to do. I also feel that 17 & 18 are sometimes overlooked by the people who play the Budokai series, as are many of the non-Saiyan, non-super villain characters. The truth is, especially with the arrival of Budokai 3, characters like the twins can put all of the others into fierce competition, and cannot be tossed aside by a simple transformation or two. To really appreciate a game like Budokai 3, you have to understand the various nuances of any character you're going to play, down to the littlest of combos. Reasons like this make characters like the twins very worth getting to know, if for no other reason than to seek out the perfect set of move combos and death moves. One thing this guide isn't intended to be is flashy, time-wasting, or misleading. I'm just trying to educate, and maybe scratch my android itch a bit. Hmmm... I don't think I like the sound of that. But, oh well. II. Character Profiles ---------------------- *For the record, out of all of my sources of information, Akira Toriyama's manga takes a huge precedence over any language version of the show, but especially the English version, which not only misled many people about power levels during the Frieza Saga and elsewhere, but tends to fudge or get lazy when it comes to the history of the cyborg twins. Also, learn not to trust everything a subtitled video tells you, as I have. What I mean is, no, Krillin did NOT wish for Android 18 to become a human. His wish was simply became to remove the destruct mechanisms from her and Android 17's bodies. Besides, she and her brother are mostly human to begin with.* i. Android 17 // Jinzouningen Juunanagou Power Level: 50 Million and Up Killed: Dr. Gero Killed By: Cell, Kid Buu (Earth's Destruction) Revived: Both times First Appearance: Awakened by Dr. Gero Last Appearance: Giving energy to Goku's Genki Dama Quote: "Run away if you want. I'll take care of the big, bad monster." In the timeline Future Trunks came from, Android 17 was an evil, murderous villain who resented humans and killed them on sight. However, because of Trunks' (and Cell's) intervention in the "fixed" timeline, Dr. Gero proceeded differently in his experiments, and enough of 17's morality stayed intact for him to remain good. On top of that, he was quite a bit stronger. It should be noted that 17 was originally a human, and thus, he is not actually an android, but rather, a cyborg. After killing Dr. Gero upon his (presumably) second release from cybernetic sleep, Android 17, along with 16 and twin sister 18, searches for Goku out of boredom. Along the way he encounters Piccolo and Cell. After easily defeating Piccolo, Cell turns on Android 17 and absorbs him, furthering Cell's evolution. Android 17 would later be revived by the dragon balls, and left alone by the Z Fighters who previously considered him a threat. While he presumably kept in touch with Android 18 and her family, he didn't bother to assimilate into the larger group, as she did because of Krillin. One of the only known interactions he has with Goku in the entire series occurs at the end, when Goku asks the people of Earth for energy for his Genki Dama. 17 is one of the very first to oblige, and in the anime he holds up two nearby strangers at gunpoint to get them to do the same. ii. Android 18 // Jinzouningen Juuhachigou Power Level: 40 Million and Up Killed: No One Killed By: Kid Buu (Earth's Destruction) Revived: Yes First Appearance: Awakened by Dr. Gero Last Appearance: With Krillin and Marron Quote: "I guess I should disable your other arm, too." Android 18, like her brother 17, was a very evil person in the timeline that Future Trunks came from. Also like 17, because Trunks and Cell came from their timelines to the "fixed" timeline, she retained more of her morals than otherwise and was made even stronger. In the transition from 17 to herself, however, Dr. Gero decided that he had mistakenly given 17 too much of a free will, and far too much power to back that up, so Dr. Gero tried to reduce both of these things in Android 18. While these traits are very slightly diminished in her compared to her brother, it is clear that Dr. Gero failed in his attempt to produce a strong, controllable cyborg. In the end, she retained much of her personality, and rebelled against Dr. Gero just as willingly as 17. After Gero is killed, she searches for Goku with 16 and 17. This trek is cut short when Cell arrives and absorbs 17, and 18 soon after. Unlike 17, however, 18 is spared of being caught in his self-destruction: Gohan frees her by chance when he causes so much physical trauma to Cell that he regurgitates her. Later on, Krillin asks Shenlong to remove the bombs in hers and Android 17's bodies to help them out... this begins a process (that is left unexplained) that leads to Krillin and 18 getting married and having a child named Marron. They choose to live, for whatever reason, with Master Roshi, who was Krillin's martial arts teacher at a young age. Because of her proximity to Krillin, 18 manages to slightly assimilate into the Z Fighter's group, although she never really changes. Like 17, 18 seems to completely anull any inborn desires to kill Goku, which never seemed to surface for either of them in the first place. By the end of the series, she has completely settled into her role as wife and mother, but she does not give up fighting completely: she competes in the Tenka'ichi Budokai against Trunks and Goten, who she beats out of disqualification. She goes to the semi-finals and throws the match against Hercule for a huge bribe. iii. In-Game Notes Character Attributes (+): -Fight with 4 Baseline Energy Bars* -Good power up rate (3 sec/Extraneous Energy Bar) -Good power retention (13.5 sec/Extraneous Energy Bar) -Above-average speed -Improved move selection (re: Budokai 1, 2) -[No.17]Energy Field -[No.17]Improvement to hit-power -[No.18]New/Enhanced combos and stances Character Attributes (-): -No special transformations *Why are 4 Baselines good? I prefer 4 or 5, because once you have any more than that, it's fairly easy to have 6% or more of your guard dropped for the entire fight unless you manage your energy very well, or are so good on offense that you don't have to worry about guarding in the first place. Also, by having 4 Baselines, there is a greater potential for powerup at the MAX stage compared to 5, 6, or 7 baselines. This is not an end-all benefit, but certainly something to think positively about. III. Basic Moves and Combos --------------------------- (Please bear with me for this section to be completed. I am a student, and a fairly committed one, so between that and lots of other things I do, I don't always have a lot of time.) i. Android 17 ii. Android 18 IV. Death Moves --------------- "Cost" refers to how much Energy a special move will take from your character's Energy Bar on the scouter. "Damage" refers to the amount of damage an attack causes when fired at close range using a single-press command. The order of the numbers: X // Y // Z where X is setting the capsule once, Y is setting the capsule twice, and Z is the attack used via a breakthrough capsule. "Powerup" refers to if an attack can be set twice for extra damage. This may already be implied in the damage reading (if there are two separate ratings). "Efficient" is determined by X amount of Damage divided by Y amount of Cost in Energy Bars. "Cooldown" refers to how long the character must devote him or herself to the attack before he or she can move on to a new attack or defense. "Condition" refers to whether the character has to transform or achieve a certain state before using the special move. i. Android 17 ------{Power Blitz}------ Cost: 1 Energy Bar Damage: 250 // 312 // 375 Powerup: Yes Efficient: 250 // 312 // 375 Cooldown: 1 Condition: Normal PPPPE >KPPPE >E 17's Power Blitz is your typical 1 Bar special move, a blue energy blast fired straight forward in a stance that resembles Vegeta's Big Bang Attack. The move does good damage for 1 bar of energy, and can be used repeatedly in battle without getting rusty. However, it is best to use it sparingly, or else your opponent will teleport as your energy begins to drop below the baseline. The only time we see 17 use this move is in the "History of Trunks" special, where he gets ready to use it on Trunks, but 18 stops him, wanting to take the kill for herself. ------{Energy Field}----- Cost: 2 Energy Bars Damage: 320 // 400 // 480 Powerup: Yes Efficient: 160 // 200 // 240 Cooldown: 0.5 Condition: Normal P>PPE >PPPKE KP>PKE >E 18's Power Blitz is your typical 1 Bar special move, a pink energy blast fired straight forward in a stance that resembles Vegeta's Big Bang Attack. The move does good damage for 1 bar of energy, and can be used repeatedly in battle without getting rusty. However, it is best to use it sparingly, or else your opponent will teleport as your energy begins to drop below the baseline. This move appears to be more closely tied to Android 17 in the anime, but that isn't to say that 18 couldn't have known it, either. ------{Destructo Disc}--- Cost: 2 Energy Bars Damage: 400 // 500 // 600 Powerup: Yes Efficient: 200 // 250 // 300 Cooldown: Condition: Normal KK>K>KPE >PKPE E command but 17 gains the advantage when more complex commands come into play. Each has a unique secondary combo, and this may decide who you like better as well. 17's second Death Move is Energy Field. This is my favorite move in the entire game for many reasons. Anyone who practices this move enough will eventually notice its immense usefulness and practical nature in close combat. However, you may notice that its efficiency level seems lower than most 2 Bar Death Moves. The designers tweaked Energy Field to work very differently than most 2 Bar Death Moves, and it probably would have been overkill to have powered it up to the full stage and let it keep all of its other advantages. Interestingly enough though, for both Cell and 17, the skill card reads that the attack only takes 1 Energy Bar. Wouldn't that be sweet? 18's second Death Move is Destructo Disc, and certainly it provides the range that Energy Field does not. Sadly, it is costly enough that you probably shouldn't be using it from more than a few steps away from your opponent, unless they're stalled by fatigue or something similar. The speed is fairly good, but Destructo Disc shines more in the damage department. Save it for a more special occassion than you would Power Blitz, which is a more efficient move in terms of Energy Bar expense. Both of the Twins have Accel Dance, each with his or her own special twist on the concept. 17's is reliably powerful, whereas 18's, granted you meet the special conditions, has a chance of either being a little bit weaker or a little bit stronger than his. It will probably be a matter that doesn't possess you to switch between which character you like best, though. Whichever character you decide to use more often (if you even want to play primarily as either one of them), don't regret your decision. They're both very good, and in a Player vs. Player controlled match-up between the two, I have no doubt that the fight would be decided entirely by the skill of the human players; neither character has a glaring handicap in light of the other one. In the words of Android 17, "This game fascinates me to no end." And in the words of 18, "Sheesh... men." ii. Who to Look Out For Fortunately, this section is pretty short. The Twins don't have a ton of "natural enemies" in Budokai, because they are both very versatile characters and can adapt to most any match-up with ease. And don't think the programmers added in any special disadvantages for certain match-ups just because of how things turned out in the the manga/anime. Believe it or not, but when I'm using Android 17 against Cell (human or computer) I usually breathe a sigh of relief. I tend to beat him very reliably. There is one thing to consider, though: transformations. Not necessarily for the power up benefits, but the brief advantage in battle that a well placed transformation can create. A good player will use this at every possible chance. That's why I don't rejoice when I see that I've starved someone out of Hyper Mode and they're back to their normal stage, like Goku, because now I have to deal with him going through each of his stages again, and if he places them well he's going to get in a lot of free hits. Since 17 and 18 can't do anything like this besides max out their energy (gives brief invincibility but does not break guard, obviously), the only thing to do is to avoid getting too close when a character is likely to transform. If your friend is using Goku's breakthrough, consider the fact that he'll have 5 chances to knock you off guard before being out of transformations, and if he or she fails a Dragon Rush, he'll probably get 5 MORE chances. Deny them any chance to build up more energy; force them to actively engage you, to teleport, and then to teleport some more. By that point they'll be running on empty and unable to knock you off balance. VI. Capsule Suggestions ------------------------ i. List First, a brief list of their capsules. Since I don't have anywhere near 100% yet, this is an ongoing project. I'll list general capsules first, then unique ones after for each character. {General Capsules} Power Amplification System (Attack +10%) Special Coating Improved Special Coating Nanomachine Improved Nanomachine (Guard +10-40%) Potential (Attack gradually improves to +40%) Mode Switching Systems (Same idea as Potential, but includes Guard) *Note: I can't get this to work, at least in practice mode, the way it did in Budokai 2. Nothing seems to happen after the initial increase. Any ideas?* Last Ounce of Strength (Health drops below 1/6: Attack shoots up) Rage! Rage!! Rage!!! Spirit! Spirit!! Spirit!!! Serious! Serious!! Serious!!! (You ought to know by now) Automatic Restoration (Damage reduced by using set percentage of Ki) Overtension (Slowly drain health for +30% Attack) Gero’s Deflection R&D Gero’s Deflect Back R&D Gero’s Energy R&D (You should know this by now) Viral Heart Disease (Both opponents slowly lose health) Power Save System (Reduce Ki expenditure) Yakon (Fighters lose Ki quickly when transformed) Turtle Shell (Double cost to Dodge and Teleport) Concentration Sparking! Sparking!! Sparking!!! Sparking!!!! Sparking!!!!! Sparking!!!!!! Sparking!!!!!!! (+% Tournament Prize Money) WE GOTTA POWER! WE GOTTA POWER!! WE GOTTA POWER!!! WE GOTTA POWER!!!! (+% Dragon Experience) {Specific} Android 17: Androids' Goals (Ki expenditure reduced in Hyper Mode) Android 18: Marron's Wish (Ki expenditure reduced in Hyper Mode) [NOTE: Asterisks after a capsule denote the number of spaces a capsule takes up. If none appear, the space the capsule requires is 1.] ii. Android 17 17 should be the character who goes on a kind of hit and run offense, not a tank by any stretch; at least, that has been my experience. For this reason, I would say not to waste any time with +Guard % capsules on him. Nor do I see him as the kind of character you'd play with a second chance item like a Senzu Bean, mostly because 17 was meant to get the job done right the first time. The only item capsules I could suggest would be the brief power burst capsules; you might want to use them just before a Dragon Rush or Accel Dance. Here are some various mods for 17: Damage ------ Energy Field Energy Field Accel Dance Accel Dance Potential** Power Amplification System --OR-- Breakthrough Efficient --------- Energy Field Energy Field Accel Dance Accel Dance Power Amplification System Power Save System** Knock-out --------- Energy Field Accel Dance Accel Dance Potential** Paozusaurus Tail** iii. Android 18 My feeling about 18 is that she does better as a cancel combo user than a vanilla hit and run like 17, but that doesn't mean your capsule approach should change that much. One thing you can readily decide, though, is which of her Death Moves you're going to want. Unless you feel like you really need both (you don't), you really shouldn't pack the two on. You can still use their combos of course. Basically you'll want to decide if you're going for heavy damage (Destructo Disc), annoyance (Power Blitz), or efficiency (Power Blitz x2). It's good to limit yourself because it gives you room for 2 Accel Dances, which 18 needs. Damage ------ Destructo Disc Desturcto Disc Accel Dance Accel Dance Potential** Power Amplification System --OR-- Breakthrough Efficient --------- Power Blitz Power Blitz Accel Dance Accel Dance Power Amplification System Power Save System** Annoyer ------- Power Blitz Power Blitz Accel Dance Power Save System** Yakon Tempura Bowl VII. Wrapping Up -------------------------------- Thanks for reading! -------------------------------- {Copyright 2004} -------------------------------- Only Neoseeker is authorized to -------------------------------- use this guide. That's all I'm -------------------------------- going to say. -------------------------------- Now go outside. Breathe the air. --------------------------------