ViveTheModder

Budokai Tenkaichi 3 Prototype Differences

Apr 18th, 2021 (edited)
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  1. - Graphical Differences:
  2. * Different in-game VFX (reside.unk)
  3. * Different HUD (Batt.unk)
  4. * Different hitreg / hit detection for Super Attacks
  5. * Unlike the Sparking! Meteor DEMO, *most* Super Attacks and Ultimate Attacks deal regular damage.
  6. * Different character selection images for:
  7. - Goku (Early)
  8. - Goku (Mid)
  9. - Super Saiyan 2 Goku (End)
  10. - Kid Goku$
  11. - Teen Gohan
  12. - Super Saiyan Teen Gohan
  13. - Adult Gohan
  14. - Vegeta (Scouter)
  15. - Vegeta
  16. - Vegeta (second form)
  17. - Super Saiyan Trunks (Sword)$
  18. - Trunks$
  19. - Super Saiyan Trunks$
  20. - Super Trunks$
  21. - Kid Trunks$
  22. - Super Saiyan Kid Trunks$
  23. - Gotenks
  24. - Vegito
  25. - Kibito Kai$
  26. - Pikkon$
  27. - Pan$
  28. - Great Ape Bardock$
  29. - Cell (Perfect Form)$
  30. - Cell (Perfect)$
  31. - Cell Jr.$
  32. - Great Ape Turles$
  33. - Slug$
  34. - Slug (Giant)$
  35. - Cooler$
  36. - Meta-Cooler$
  37. - Zangya$
  38. - Janemba$
  39. - Super Janemba$
  40. - Super 17$
  41. - Syn Shenron$
  42. - Omega Shenron$
  43. - General Tao$
  44. - Cyborg Tao$
  45. - Pilaf Machine$
  46. - Pilaf Machine (Fusion)$
  47. - Demon King Piccolo$
  48. - Arale$
  49. - Random
  50. $ -> Missing Character Selection Images
  51. * Missing character names for:
  52. - Goku (Early)
  53. - Goku (End)
  54. - Super Saiyan Goku (End)
  55. - Super Saiyan 2 Goku (End)
  56. - Super Saiyan 3 Goku (End)
  57. - Goku (GT)
  58. - Super Saiyan Goku (GT)
  59. - Super Saiyan 3 Goku (GT)
  60. - Super Saiyan 4 Goku (GT)
  61. - Piccolo (End)
  62. - Nam
  63. - Android #8
  64. - Fasha
  65. - Great Ape Fasha
  66. - Dr. Wheelo
  67. - Nuova Shenron
  68. - General Blue
  69. - Devilman
  70. - Tambourine
  71. - Arale
  72. - Chi-Chi
  73. - Future Gohan
  74. - Super Saiyan Future Gohan
  75. * Different map names for:
  76. - Hell => HFIL
  77. - Wasteland - Evening => Waste Land - Evening
  78. - Wasteland - Night => Waste Land - Night
  79. - World Tournament Stage - Evening => World Tournament Satage - Evening
  80. - City Ruins - Night => City (Ruins) - Night
  81. * Different map selection images for just about every map
  82. * Different auras for almost every character
  83. * Slightly different loading screens
  84.  
  85. - Character Differences:
  86. * Goku (Early)'s Solar Flare uses the wrong voice line and sound effects, taken from Goku (Mid)'s "Give me energy!" Blast 1.
  87. * Goku (Early)'s Kaio-ken uses different VFX and stats. While it drains your ki until you run out, it won't assign any increase in Attack, Defense, Super and Ki to the player.
  88. To make matters worse, the HUD portrait won't become red upon using it, and neither will Goku. How unfortunate.
  89. * Goku (Early)'s Kaio-ken Attack uses a drastically different camera angle for its charging sequence.
  90. On top of that, it also uses slightly altered animations and camera angles for the rush cutscene.
  91. - Because of this, Goku's aura is disabled throughout the entirety of the rush.
  92. - His HUD portrait becomes red only during the charging sequence.
  93. - Last part of the rush may or may not be slightly different.
  94. * Goku (Early)'s Spirit Bomb is missing its rush cutscene, and behaves like a normal Ultimate Blast. Its VFX are a bit different, too.
  95. In addition, the 1st part of its charging sequence uses a placeholder camera angle, similar to the ones in Budokai Tenkaichi 2.
  96. * Goku (Early)'s Destructo Disc Ki Blasts use the wrong effect.
  97. * Goku (Mid) uses a slightly different standing pose.
  98. * Goku (Mid)'s "I'm Getting Excited!" Blast 1 now uses a different name (This Is Exciting!), and just like the case with the previous power-up Blast 1, it does absolutely nothing.
  99. * Goku (Mid)'s Meteor Combination uses a different secondary voice line.
  100. * Goku (Mid)'s transformation uses a slightly different camera angle.
  101. * The "99999 damage" feature/easter egg for Goku (Mid)'s Spirit Bomb is not featured in this prototype.
  102. * Super Saiyan Goku (Mid)'s "I'm Mad!" Blast 1 uses a different name (Enraged Power).
  103. * Super Saiyan Goku (Mid)'s Meteor Smash uses a different camera angle for its charging sequence, and its animations fail to load the right extra face.
  104. * Super Saiyan Goku (Mid)'s Angry Kamehameha uses a different camera angle for the 1st part of its charging sequence, and also a different secondary voice line.
  105. * Goku (End)'s transformations are different.
  106. - All of them cost 1 Blast Stock each.
  107. - Super Saiyan uses two sets of controls: R3 and R3+←.
  108. - Despite the prototype only supporting Single Battles, the fusions are still listed, and even then, their costs are different.
  109. - Fusion [Vegito] costs 4 Blast Stocks instead of 3.
  110. - Fusion [Super Vegito] costs 5 Blast Stocks instead of 4.
  111. - Fusion [Super Gogeta] costs 5 Blast Stocks instead of 4.
  112. * Goku (End)'s Instantaneous Transmission uses the wrong voice line, taken from Goku (Mid)'s "Give me energy!" Blast 1.
  113. * Goku (End)'s Meteor Smash costs 2 ki bars instead of 3, and it uses the wrong voice lines, sound effects and camera angle, taken from Goku (Early)'s Kaio-ken Attack.
  114. Its animations have also been altered a bit, which is why Goku's aura is disabled throughout the entirety of the rush.
  115. * Goku (End)'s Super Spirit Bomb is unfinished. It costs 4 ki bars instead of 5, and it's missing its VFX.
  116. - Because of this, the Ultimate Blast won't work like intended.
  117. * Goku (End) uses a placeholder transformation animation and camera angle.
  118. * Super Saiyan Goku (End) uses a placeholder post-transformation animation and camera angle.
  119. * Super Saiyan Goku (End)'s entrance animation doesn't display the Super Saiyan Aura.
  120. * Super Saiyan Goku (End)'s Saiyan Soul costs 2 Blast Stocks instead of 3, and it doesn't boost any of his stats.
  121. * Super Saiyan Goku (End)'s Super Energy Wave Volley costs 2 ki bars instead of 3, and it uses a different camera angle.
  122. * Super Saiyan Goku (End) uses a different Heavy Finish pattern.
  123. * Super Saiyan Goku (End) uses a placeholder transformation animation and camera angle.
  124. * Super Saiyan 2 Goku (End) uses a placeholder post-transformation animation and camera angle.
  125. * Super Saiyan 2 Goku (End)'s Meteor Smash is taken from DBZBT2, and it uses the wrong parameters. The camera angles for the rush cutscene are also missing.
  126. In contrast to the Sparking! Meteor DEMO, the Blast 2 is lacking a proper name, so the game refers to it as "0".
  127. * Super Saiyan 2 Goku (End)'s Super Kamehameha is taken from DBZBT2, and it uses different VFX.
  128. * Super Saiyan 3 Goku (End) uses a different ki-charging animation, taken from DBZBT2.
  129. * Super Saiyan 2 Goku (End) uses a placeholder transformation animation and camera angle.
  130. * Super Saiyan 3 Goku (End) uses a placeholder post-transformation animation, camera angle and also voice line.
  131. * Super Saiyan 3 Goku (End)'s Super Explosive Wave costs 2 ki bars instead of 4, and it uses different VFX and camera angles.
  132. * Super Saiyan 3 Goku (End)'s Dragon Fist uses different charging cutscenes, whose animations and camera angles are taken from DBZBT2. However, the camera angles used for the rush cutscene are missing, and the Ultimate Blast parameters are wrong.
  133. * Super Saiyan 3 Goku (End) uses a different ki-charging animation, taken from DBZBT2.
  134. * Goku (GT) is lacking voice lines, both ADX and VAG.
  135. - Because of this, his Blast 1's and Blast 2's are lacking sound effects.
  136. * Goku (GT) uses the wrong victory animation (taken from Kid Goku), and the wrong camera angle for it.
  137. * Goku (GT)'s Dragon Fist costs 2 ki bars instead of 3. It also lets you move freely, not just in one direction like in the final game.
  138. * Goku (GT)'s transformations are quite odd.
  139. - His Super Saiyan transformation uses two different controls: R3 and R3+←.
  140. - His Super Saiyan 3 transformation costs 1 Blast Stock instead of 2, and while it claims to have two different controls, it only has one (R3+↑).
  141. - His Super Saiyan 4 transformation is missing entirely. How odd.
  142. - All of them use placeholder animations and camera angles.
  143. * Super Saiyan Goku (GT) is lacking voice lines, both ADX and VAG.
  144. - Because of this, his Blast 1's and Blast 2's are lacking sound effects.
  145. * Super Saiyan Goku (GT) uses the wrong victory animation (taken from Kid Goku), and the wrong (but still different) camera angle for it.
  146. * Super Saiyan Goku (GT)'s Full Power Energy Blast Volley costs 2 ki bars instead of 3, and it uses a different camera angle, preferably a placeholder.
  147. * Super Saiyan Goku (GT)'s Super Explosive Wave uses different VFX and camera angles.
  148. * Super Saiyan Goku (GT)'s transformations are even weirder.
  149. - Transformation costs are still the same, in spite of what the Skill List has to say.
  150. - He still doesn't have the ability to become a Super Saiyan 4.
  151. - All of them use placeholder animations and camera angles.
  152. * Super Saiyan Goku (GT) uses a placeholder post-transformation animation and camera angle.
  153. * Super Saiyan 3 Goku (GT)'s Saiyan Soul costs 2 Blast Stocks instead of 3, and it uses slightly different effects.
  154. * Super Saiyan 3 Goku (GT)'s Hi-Tension also costs 2 Blast Stocks, but just like Saiyan Soul, it does absolutely nothing.
  155. * Super Saiyan 3 Goku (GT)'s Full Power Energy Blast Volley costs 2 ki bars instead of 3, and it uses a different camera angle, preferably a placeholder.
  156. * Super Saiyan 3 Goku (GT) uses a placeholder post-transformation animation and camera angle.
  157. * Super Saiyan 3 Goku (GT) uses the wrong victory animation (taken from Kid Goku), and the wrong (but different from the previous) camera angle for it.
  158. * Super Saiyan 3 Goku (GT) uses the wrong animations for his Dragon Fist. Because of this, the rush cutscene is missing entirely, even the camera angles for it.
  159. - The Ultimate Blast in question costs 4 ki bars, not 5 like any normal Dragon Fist Ultimate Blast.
  160. - Like most Blast 2's in the proto, the Dragon Fist reuses different animations and camera angles for the charging cutscenes from DBZBT2.
  161. * Super Saiyan 4 Goku (GT) uses a different standing pose, taken from DBZBT2.
  162. * Super Saiyan 4 Goku (GT) uses a different ki-charging sequence, also taken from DBZBT2.
  163. * Super Saiyan 4 Goku (GT)'s Skill List is missing. Because of this, his Blast 1's, his Blast 2's, his Rushing Techniques, everything will continue to remain unnamed. No zeroes this time around, complete utter nothing.
  164. * Super Saiyan 4 Goku (GT)'s "I'll Beat You in 5 Seconds!" doesn't seem to do much of anything.
  165. * Super Saiyan 4 Goku (GT)'s 10x Kamehameha forgets to display Goku's 5th extra face, in which he's looking at the top-right side of the screen.
  166. * Super Saiyan 4 Goku (GT)'s Meteor Smash is missing the correct camera angles for the rush cutscene. The parameters are also incorrect, as only the first part of the rush cutscene will play.
  167. * Super Saiyan 4 Goku (GT) is not able to detransform. Once a Super Saiyan 4, always a Super Saiyan 4.
  168. * Super Saiyan 4 Goku (GT)'s Dragon Fist is missing additional sound effects, and has slightly altered parameters. Because of this, the opponent won't be vaporized after the Ultimate Blast is done. Instead, they'll be lying on the ground.
  169. * Kid Goku lacks extra faces.
  170. * Kid Goku's Counterattack! uses a different camera angle for its charging sequence, and its parameters have been altered:
  171. - The last rush cutscene will play twice instead of once.
  172. - During the rush, you can move freely.
  173. * Kid Goku's Penetrate! is one of the weirdest Ultimate Blasts by far.
  174. - It uses slighly different VFX and placeholder camera angles from DBZBT2.
  175. - Its primary voice line is different, as it's taken from DBZBT2, and it's played as soon as the Ultimate Blast charging cutscene starts.
  176. - Because the animations have been altered, the screen no longer flashes at the end of the rush cutscene, Goku doesn't get to say his 2nd voice line beforehand, and the game plays the incorrect sound effects during the rush cutscene.
  177. - It's hard to notice at first, but the attack uses an unfinished background, which uses a completely different image of an Oozaru's head, with the word "dummy" written on top.
  178. - Since the attack name is just "0" (without the quotation marks), the developers were likely still deciding which Ultimate should stay in the game: "Super Kamehameha" or "Penetrate!".
  179. * Kid Goku's transformation has one tiny problem: Goku doesn't actually look at the Full Moon, but the transformation will still work in stages with the Full Moon.
  180. Oddly enough, the transformation also costs 1 Blast Stock instead of 3.
  181. * The normal Great Ape will fire charged Ki Blasts instead of rocks.
  182. * The normal Great Ape uses both Heavy Finish pattern (Heavy Crush and Delta Storm).
  183. * The normal Great Ape can have up to 3 Blast Stocks at once, not 4 like in the final game.
  184. * The normal Great Ape's "Sleep" Blast 1 uses the wrong sound effects, and it costs 2 Blast Stocks instead of 3. However, its stats haven't been programmed yet, and so, he gets nothing out of the Blast 1.
  185. * The normal Great Ape's Chou Makohou uses a placeholder camera angle, and it costs 2 ki bars instead of 3.
  186. * The normal Great Ape's Gigant Rock Throw also uses a placeholder camera angle, and just like the previous Blast 2, it has a lowered cost as well (from 3 ki bars to 2).
  187. * The normal Great Ape's Chou Makohou Barrage reuses different animations and camera angles (taken from DBZBT2) for the charging cutscenes.
  188. * Kid Gohan's Super Unyielding Spirit only grants access to MAX POWER Mode and nothing else.
  189. * Kid Gohan's Afterimage Strike isn't actually Afterimage Strike, but rather Wild Sense.
  190. * Kid Gohan's Masenko costs 2 ki bars, not 3.
  191. * Kid Gohan's Gekiretsu Madan costs 2 ki bars instead of 3, and it uses a different camera angle for its charging cutscene.
  192. * Kid Gohan's Bakuretsu Ranma uses different animations and camera angles for its corresponding charging cutscenes, obviously recycled from DBZBT2. The rush cutscene's camera angles are off-sync, and the parameters are incorrect, as only the first part of the rush cutscene will play.
  193. In addition, the Ultimate Blast costs 4 ki bars, and not 5, and Gohan uses different voice lines for it.
  194. * Kid Gohan uses a different throw and victory animation, both taken from DBZBT2.
  195. * Kid Gohan can have up to 3 Blast Stocks at once, not 4 like in the final game.
  196. * Teen Gohan's transformations are different.
  197. - All of them cost 1 Blast Stock each.
  198. - Super Saiyan uses two sets of controls: R3 and R3+←.
  199. * Teen Gohan's Full Power Charge costs 2 Blast Stocks instead of 1.
  200. * Teen Gohan's Super Masenko uses different VFX, and its name is missing.
  201. * Teen Gohan's Gekiretsu Madan costs 2 ki bars instead of 3, and it uses a different camera angle for its charging cutscene. Its voice line is also different.
  202. * Teen Gohan's Super Kamehameha uses different animations, camera angles, voice lines and VFX.
  203. * Teen Gohan uses a different throw.
  204. * Teen Gohan uses a placeholder transformation animation and camera angle.
  205. * Super Saiyan Teen Gohan uses a placeholder transformation animation and camera angle.
  206. * Super Saiyan Teen Gohan uses a placeholder post-transformation animation and camera angle.
  207. * Super Saiyan Teen Gohan's entrance animation is the same as base Teen Gohan's.
  208. * Super Saiyan Teen Gohan's Full Power uses slightly different effects.
  209. * Super Saiyan Teen Gohan's Super Masenko still has no name, but its corresponding voice line and effects are different.
  210. * Super Saiyan Teen Gohan's Chou Maretsugeki is taken from DBZBT2, and it uses the wrong parameters. Because of this, only the first part of the rush cutscene will play.
  211. * Super Saiyan Teen Gohan uses a different throw.
  212. * Super Saiyan 2 Teen Gohan uses a placeholder post-transformation animation and camera angle.
  213. * Super Saiyan 2 Teen Gohan's Unforgivable costs 2 Blast Stocks instead of 3, and it's missing both its name and its stats. It also uses different VFX, and the 2nd sound effect is different as well.
  214. * Super Saiyan 2 Teen Gohan's Super Kamehameha is not chargeable, and uses the wrong animations. It's also missing VFX, but at least it uses a different voice line.
  215. * Super Saiyan 2 Teen Gohan's Father-Son Kamehameha is taken from DBZBT2, but it uses the wrong parameters, as it only plays the first part of the rush cutscene.
  216. * Super Saiyan 2 Teen Gohan uses a different throw.
  217. * Adult Gohan's transformations are different.
  218. - All of them cost 1 Blast Stock each.
  219. - Super Saiyan uses two sets of controls: R3 and R3+←.
  220. * Adult Gohan's Full Power Charge costs 2 Blast Stocks instead of 1, and it uses a different voice line and sound effect.
  221. * Adult Gohan's Explosive Madan uses a placeholder camera angle and also a different voice line. The effects have been changed too, resulting in a much smaller range for the attack.
  222. And just like the case with the Super Masenko, its name is missing, hence the sole 0.
  223. * Adult Gohan's Full Power Energy Blast Volley costs 2 ki bars instead of 3, and it uses a different camera angle.
  224. * Adult Gohan's Super Kamehameha is taken from DBZBT2, and it uses different VFX.
  225. * Adult Gohan uses a placeholder transformation animation and camera angle.
  226. * Super Saiyan Adult Gohan uses a placeholder transformation animation and camera angle.
  227. * Super Saiyan Adult Gohan uses a placeholder post-transformation animation and camera angle.
  228. * Super Saiyan Adult Gohan uses a different standing pose, taken from DBZBT2.
  229. * Super Saiyan Adult Gohan uses the same entrance animation as base Adult Gohan.
  230. * Super Saiyan Adult Gohan's Explosive Madan uses a placeholder camera angle and also a different voice line. The effects have been changed too, resulting in a much smaller range for the attack. And yes, its name is still missing.
  231. * Super Saiyan Adult Gohan's Full Power Energy Blast Volley costs 2 ki bars instead of 3, and it uses a different camera angle.
  232. * Super Saiyan Adult Gohan's Bros. Kamehameha is taken from DBZBT2, but it uses the wrong parameters, as it only plays the first part of the rush cutscene.
  233. * Super Saiyan 2 Adult Gohan uses a placeholder post-transformation animation and camera angle.
  234. * Super Saiyan 2 Adult Gohan uses a different standing pose, taken from DBZBT2.
  235. * Super Saiyan 2 Adult can only have up to 3 Blast Stocks.
  236. * Super Saiyan 2 Adult Gohan's Super Explosive Madan uses the same placeholder camera angle, but different effects from the previous Explosive Madan. Voice lines and range are also different, and the attack name is absent as expected.
  237. * Super Saiyan 2 Adult Gohan's Full Power Energy Barrage Wave costs 2 ki bars instead of 3. It also uses a different camera angle.
  238. * Super Saiyan 2 Adult Gohan's Super Kamehameha is taken from DBZBT2, and it uses different VFX.
  239. * Super Saiyan 2 Adult Gohan's victory animation is the same as Super Saiyan Adult Gohan's.
  240. * Great Saiyaman uses a placeholder post-transformation animation and camera angle.
  241. * Great Saiyaman's Blast 1's don't seem to have any differences other than the lack of additional stats.
  242. * Great Saiyaman's Super Explosive Wave uses a placeholder camera angle, and completely different VFX, similar to the ones from DBZBT2.
  243. It also costs 2 ki bars, not 4.
  244. * Great Saiyaman's Justice Slash is taken from DBZBT2, however the camera angles used for both the charging sequence and the rush cutscene are different.
  245. It also costs 2 ki bars instead of 3.
  246. * Great Saiyaman's Justice Judgment uses different camera angles for its charging sequence. This Ultimate Blast costs 4 ki bars, and not 5.
  247. * Ultimate Gohan uses a different standing pose, taken from DBZBT2.
  248. * Ultimate Gohan uses a different throw.
  249. * Ultimate Gohan's Super Explosive Wave uses the right VFX, but the wrong animations, which are taken from DBZBT2 Ultimate Gohan's Masenko.
  250. The Blast 2 in question also uses a different camera angle for its charging sequence.
  251. * Ultimate Gohan's Burst Rush is taken from DBZBT2, but its parameters are incorrect: only the first part of the rush cutscene will play.
  252. * Piccolo (Early) uses a different model, nearly idetnical to the one used for Piccolo (End).
  253. * Piccolo (Early)'s Kaikosen uses different VFX, and its stun lasts much longer.
  254. * Piccolo (Early)'s All-Out Blast 1 uses a different name (Let's Get Serious!) and voice line, but it still doesn't boost Attack like in the final.
  255. * Piccolo (Early)'s Explosive Demon Wave uses slightly different VFX, and a different voice line.
  256. * Piccolo (End)'s Special Beam Cannon uses different animations, and it also costs 2 ki bars instead of the usual 3.
  257. * Piccolo (End)'s Light Grenade uses a different camera angle for its charging sequence, and completely different VFX.
  258. * Picolo (End) uses the same Heavy Finish pattern as Piccolo (Early).
  259. * Nail has both Heavy Finish patterns.
  260. * Nail's Stallling uses a different name (Killing Time), and its stats haven't been programmed yet.
  261. * Nail's Full Power Energy Wave uses slightly different VFX.
  262. * Nail's Mystic Flasher uses a different extra face for the rush cutscene.
  263. * Krillin's face texture and HUD portraits are different. His eyes are white, not beige.
  264. * Krillin uses different textures for his wristbands and boots.
  265. * Krillin uses a different throw.
  266. * Krillin has both Heavy Finish patterns.
  267. * Krillin can only have up to 3 Blast Stocks.
  268. * Krillin's Solar Flare uses the wrong animations.
  269. * Krillin's Kamehameha uses different sound effects, similar to the ones used for Super Saiyan 2 Goku (End)'s Kamehameha.
  270. * Krillin's Destructo Disc uses placeholder camera angles, slightly different VFX and incorrectly ordered sound effects.
  271. * Yamcha uses different textures for his wristbands and belt.
  272. * Yamcha's active charge is painfully slow.
  273. * Yamcha can only have up to 3 Blast Stocks, not 4 like in the final.
  274. * Yamcha uses both Heavy Finish patterns.
  275. * Yamcha uses a different victory animation.
  276. * Yamcha's Wolf Fang Fist is ported from Tenkaichi 2, and its animations have been altered. Because of this, it incorrectly loads its (unused) VFX before the rush cutscene plays.
  277. In continuation, the Blast 2 uses a different camera angle for its charging sequence, and you can also move freely during the rush.
  278. * Yamcha's Spirit Ball uses different camera angles for its charging sequence, but it's lacking VFX, so the rush cutscene never plays.
  279. * Tien uses both Heavy Finish patterns.
  280. * Tien's Dodon Ray uses a placeholder camera angle, and it also stuns the opponent differently, as the opponent won't fall down to the ground.
  281. * Tien's Ki Blast Cannon uses a different camera angle. It also costs 2 ki bars, not 3.
  282. * Tien's Tri-Beam uses different camera angles for its charging sequence, but its parameters have been altered:
  283. - The Ultimate Blast won't take away any of your health.
  284. - The Tri-Beam projectiles won't hit the opponent at all.
  285. * Chiaotzu's Ki Blasts are different.
  286. * Chiaotzu's Afterimage is actually a Wild Sense.
  287. * Chiaotzu's Telekinesis uses different VFX. It also costs 2 Blast Stocks instead of 1, and its stun lasts a lot longer.
  288. * Chiaotzu's Dodon Ray uses a placeholder camera angle, and it also stuns the opponent differently, as the opponent won't fall down to the ground.
  289. * Chiaotzu's Psycho Rock Throw uses a different camera angle, and its cost has also been lowered.
  290. * Chiaotzu's "Farewell, Mr. Tien" Ultimate Blast uses slightly different VFX and camera angles for its charging sequence.
  291. * Vegeta (Scouter)'s 3rd and 4th costumes don't work.
  292. * Vegeta (Scouter) uses both Heavy Finish patterns.
  293. * Vegeta (Scouter)'s transformation costs 1 Blast Stock instead of 3.
  294. * Vegeta (Scouter)'s Saiyan Soul costs 2 Blast Stocks instead of 3, and it uses different sound effects, while still lacking stats (other than its temporary super armor).
  295. * Vegeta (Scouter)'s Galick Gun uses a different camera angle.
  296. * Vegeta (Scouter)'s Final Galick Cannon uses a slightly longer charging sequence, and different parameters & effects for sure, so that you can move freely during the rush.
  297. It also costs 2 ki bars instead of 3.
  298. * Great Ape Vegeta (Scouter) uses both Heavy Finish patterns.
  299. * Great Ape Vegeta (Scouter) uses different Ki Blasts.
  300. * Great Ape Vegeta (Scouter) can only have up to 3 Blast Stocks.
  301. * Great Ape Vegeta (Scouter) uses slightly different camera angles for his Chou Makohou and Chou Makohou Barrage. They both cost 2 ki bars each.
  302. * Great Ape Vegeta (Scouter)'s Super Galick Gun uses a different name (Super Garlic Gun), and it does 4 hits instead of 6.
  303. * Vegeta's entrance animation is taken from DBZBT2.
  304. * Vegeta uses both Heavy Finish patterns.
  305. * Vegeta uses a different Kiai Cannon pattern.
  306. * Vegeta can only have up to 3 Blast Stocks.
  307. * Vegeta's Rush Ki Wave is purple instead of blue.
  308. * Vegeta's transformations are different.
  309. - Super Saiyan uses two sets of controls: R3 and R3+←.
  310. - Super Form transformation costs 1 Blast Stock instead of 2.
  311. * Vegeta's Full Power uses different sound effects.
  312. * Vegeta's Galick Gun uses yet another different camera angle.
  313. * Vegeta's Super Energy Wave Volley uses a different camera angle.
  314. * Vegeta's Super Explosive Wave uses different camera angles for its charging sequence. Its VFX are also a bit different.
  315. * Vegeta uses a placeholder transformation camera angle.
  316. * Vegeta's Super Form transformation costs 1 Blast Stock instead of 2.
  317. * Super Saiyan Vegeta uses a placeholder transformation camera angle.
  318. * Super Saiyan Vegeta uses a placeholder post-transformation camera angle.
  319. * Super Saiyan Vegeta uses the same throw as base form Vegeta.
  320. * Super Saiyan Vegeta uses both Heavy Finish patterns.
  321. * Super Saiyan Vegeta's Rush Ki Wave is purple instead of yellow.
  322. * Super Saiyan Vegeta's Finish Sign uses different VFX, and it does absolutely nothing.
  323. * Super Saiyan Vegeta's Maximum Flasher costs 2 ki bars instead of 3.
  324. * Super Saiyan Vegeta's Amazing Impact is taken from DBZBT2, and it costs 2 ki bars instead of 3.
  325. * Super Vegeta uses a placeholder post-transformation camera angle.
  326. * Super Vegeta uses the same throw as base form Vegeta and Super Saiyan Vegeta.
  327. * Super Vegeta uses different Ki Blasts.
  328. * Super Vegeta uses both different Heavy Finish patterns.
  329. * Super Vegeta's Rush Ki Wave is purple instead of yellow.
  330. * Super Vegeta's "I'm Super Vegeta!" is missing its name and stats (besides access to MAX POWER Mode).
  331. * Super Vegeta's Big Bang Attack uses a placeholder camera angle, and its VFX are slightly different. Its cost is also lowered, and the Blast 2 only does one hit.
  332. * Super Vegeta's Spirit Breaking Cannon costs 2 ki bars instead of 3, and it uses camera angles (both for the charging sequence and the rush cutscene) taken from DBZBT2.
  333. * Super Vegeta's Final Flash uses placeholder camera angles and drastically different VFX. It also costs 4 ki bars instead of 5.
  334. * Vegeta (second form)'s Rush Ki Wave is purple instead of blue.
  335. * Vegeta (second form)'s Saiyan Soul costs 2 Blast Stocks instead of 3, and it uses different sound effects, while still missing its stats (other than the temporary super armor).
  336. * Vegeta (second form)'s Super Energy Wave Volley uses a different camera angle.
  337. * Vegeta (second form)'s Galick Gun uses yet another different camera angle.
  338. * Vegeta (second form)'s transformations are different.
  339. - Super Saiyan uses two different sets of controls: R3 and R3+←.
  340. - Super Saiyan 2 costs 1 Blast Stock instead of 2.
  341. - Despite the prototype only supporting Single Battles, the fusions are still listed, and even then, their costs are different.
  342. - Fusion [Vegito] costs 4 Blast Stocks instead of 3.
  343. - Fusion [Super Vegito] costs 5 Blast Stocks instead of 4.
  344. - Fusion [Super Gogeta] costs 5 Blast Stocks instead of 4.
  345. * Vegeta (second form)'s transformation is kinda off-center, and it uses a placeholder camera angle.
  346. * Vegeta (second form) uses both different Heavy Finish patterns.
  347. * Vegeta (second form) uses a different Kiai Cannon pattern, and also different Ki Blasts.
  348. * Vegeta (second form) uses the same throw as the previous Vegeta.
  349. * Super Saiyan Vegeta (second form) uses a placeholder transformation camera angle.
  350. * Super Saiyan Vegeta (second form) uses a placeholder post-transformation camera angle.
  351. * Super Saiyan Vegeta (second form) uses a different Kiai Cannon pattern.
  352. * Super Saiyan Vegeta (second form) uses both different Heavy Finish patterns.
  353. * Super Saiyan Vegeta (second form)'s Rush Ki Wave is purple instead of yellow.
  354. * Super Saiyan Vegeta (second form)'s Saiyan Soul costs 2 Blast Stocks instead of 3, and it uses different sound effects.
  355. * Super Saiyan Vegeta (second form)'s Final Flash costs 2 ki bars instead of 3, and it uses different VFX and SFX.
  356. * Super Saiyan Vegeta (second form)'s Super Energy Wave Volley uses a different camera angle.
  357. * Super Saiyan Vegeta (second form)'s Super Explosive Wave uses different camera angles for its charging sequence, and slightly different effects.
  358. * Super Saiyan Vegeta (second form) uses the same throw as the previous Vegeta.
  359. * Super Saiyan 2 Vegeta (second form) uses a placeholder post-transformation camera angle.
  360. * Super Saiyan 2 Vegeta (second form) uses a slightly different throw: it does 11 hits instead of 12.
  361. * Super Saiyan 2 Vegeta (second form) uses both different Heavy Finish patterns.
  362. * Super Saiyan 2 Vegeta uses a different Kiai Cannon pattern.
  363. * Super Saiyan 2 Vegeta (second form)'s Rush Ki Wave is purple instead of yellow.
  364. * Super Saiyan 2 Vegeta's Big Bang Attack costs 2 ki bars instead of 3, and it uses the wrong voice lines and sound effects.
  365. * Super Saiyan 2 Vegeta (second form)'s Super Energy Wave Volley uses a different camera angle.
  366. * Super Saiyan 2 Vegeta (second form)'s uses placeholder camera angles and drastically different VFX. It also costs 4 ki bars instead of 5.
  367. * Majin Vegeta (End) uses both different Heavy Finish patterns.
  368. * Majin Vegeta (End)'s Prince's Pride costs 2 Blast Stocks instead of 3, and it does absolutely nothing.
  369. * Majin Vegeta (End)'s Majin's Awakening uses a different name (Awaken Majin Power)
  370. * Majin Vegeta (End)'s Final Impact uses slightly different VFX and parameters, so that it can do more than one hit.
  371. * Majin Vegeta (End)'s Big Bang Attack uses a different camera angle, and the VFX are a bit different.
  372. The parameters have been changed too: the Blast 2 itself only does 1 hit.
  373. * Majin Vegeta (End)'s Final Explosion does not take away any HP.
  374. * Majin Vegeta (End) uses a different throw.
  375. * Majin Vegeta (End)'s Rush Ki Wave is purple instead of yellow.
  376. * Super Saiyan 4 Vegeta (second form) uses both different Heavy Finish patterns.
  377. * Super Saiyan 4 Vegeta (second form) uses a completely different throw.
  378. * Super Saiyan 4 Vegeta (second form)'s Final Flash costs 2 ki bars instead of 3, and it uses the wrong voice lines and sound effects.
  379. * Super Saiyan 4 Vegeta (second form)'s Spirit Breaking Cannon is missing camera angles for its rush cutscene, and its parametes are still incorrect.
  380. The lower cost and wrong knockback type should give it away, along with the free movement.
  381. * Super Saiyan 4 Vegeta (second form)'s Final Shine Attack uses slightly different animations.
  382. * Trunks (Sword) uses a different throw.
  383. * Trunks (Sword) uses a different Kiai Cannon pattern.
  384. * Trunks (Sword) uses both Heavy Finish patterns.
  385. * Trunks (Sword) can only have up to 3 Blast Stocks instead of 4 like in the final.
  386. * Trunks (Sword)'s victory animation is taken from DBZBT2.
  387. * Trunks (Sword)'s charged Ki Blasts are different.
  388. * Trunks (Sword)'s 1st and 2nd Blast 2's have their voice lines (and sound effects) switched.
  389. * Trunks (Sword)'s Finish Buster uses a different camera angle, and it costs 2 ki bars instead of 3.
  390. * Trunks (Sword)'s Burning Storm uses a slightly different camera angle.
  391. * Trunks (Sword)'s Lightning Sword Slash uses a different camera angle, and its name is missing.
  392. * Trunks (Sword) uses a placeholder transformation camera angle.
  393. * Super Saiyan Trunks (Sword) uses a placeholder post-transformation camera angle.
  394. * Super Saiyan Trunks (Sword) uses a different throw.
  395. * Super Saiyan Trunks (Sword) can only have up to 3 Blast Stocks instead of 4 like in the final.
  396. * Super Saiyan Trunks (Sword) uses a different Kiai Cannon pattern.
  397. * Super Saiyan Trunks (Sword) uses both Heavy Finish patterns.
  398. * Super Saiyan Trunks (Sword) uses the same victory animation as base Trunks (Sword).
  399. * Super Saiyan Trunks (Sword)'s Burning Heart doesn't boost Super.
  400. * Super Saiyan Trunks (Sword)'s Burning Attack costs 2 ki bars, not 3. Its VFX are also a bit different.
  401. * Super Saiyan Trunks (Sword)'s Burning Storm uses a different camera angle.
  402. * Super Saiyan Trunks (Sword)'s Shining Sword Attack is missing some VFX (e.g. the sword slashes).
  403. The Ultimate Blast's parameters have been altered so that the opponent is not vapozired after the attack's done.
  404. * Trunks uses Super Saiyan Trunks's entrance animation.
  405. * Trunks uses a different throw.
  406. * Trunks uses both Heavy Finish patterns.
  407. * Trunks's transformations are different.
  408. - Super Saiyan uses two sets of controls: R3 and R3+←.
  409. - Super Form transformation costs 1 Blast Stock instead of 2.
  410. * Trunks's Burning Attack costs 2 ki bars, not 3. Its VFX are also a bit different.
  411. * Trunks's High Speed Rush is taken from DBZBT2, and it costs 2 ki bars instead of 3.
  412. * Trunks's Finish Buster uses different camera angles for its charging sequence.
  413. * Trunks uses a placeholder transformation camera angle.
  414. * Super Saiyan Trunks uses a placeholder transformation camera angle.
  415. * Super Saiyan Trunks uses a placeholder post-transformation camera angle.
  416. * Super Saiyan Trunks uses both Heavy Finish patterns.
  417. * Super Saiyan Trunks uses a different throw.
  418. * Super Saiyan Trunks's Finish Sign uses different effects, and it does absolutely nothing.
  419. * Super Saiyan Trunks's Burning Attack costs 2 ki bars, not 3, and it uses a different voice line.
  420. * Super Saiyan Trunks's Burning Breaker uses different camera angles and animations for its charging sequence.
  421. - The rush cutscene is different, as it's taken from DBZBT2. However, its camera angles are mising, much like the Blast 2 name.
  422. - The rush cutscene repeats three times, because the parameters are different.
  423. * Super Saiyan Trunks's Heat Dome Attack costs 4 ki bars instead of 5, and it uses drastically different effects.
  424. * Super Trunks uses a placeholder post-transformation camera angle.
  425. * Super Trunks uses different Ki Blasts.
  426. * Super Trunks uses both Heavy Finish patterns.
  427. * Super Trunks's Finish Buster costs 2 ki bars instead of 3, and it uses a different camera angle.
  428. * Super Trunks's Burning Attack costs 2 ki bars, not 3. Its VFX are also a bit different.
  429. * Super Trunks's Super Explosive Wave uses different camera angles for its charging sequence. It also uses very different VFX.
  430. * Kid Trunks uses both Heavy Finish patterns.
  431. * Kid Trunks uses a different Kiai Cannon pattern.
  432. * Kid Trunks uses a different throw.
  433. * Kid Trunks's Finish Sign uses a different sound effect, while still lacking stats.
  434. * Kid Trunks's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  435. * Kid Trunks's Finish Buster uses different camera angles for its charging sequence.
  436. * Kid Trunks's High Speed Rush cost 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  437. However, the camera angles for the rush cutscene are missing.
  438. * Kid Trunks's transformation uses a placeholder camera angle.
  439. * Super Saiyan Kid Trunks uses a placeholder post-transformation camera angle.
  440. * Super Saiyan Kid Trunks's throw is different.
  441. * Super Saiyan Kid Trunks's Super Unyielding Spirit doesn't boost Attack.
  442. * Super Saiyan Kid Trunks's Full Power Energy Barrage Wave costs 2 instead of 3. It also uses a placeholder camera angle.
  443. * Super Saiyan Kid Trunks's High Speed Rush cost 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  444. However, the camera angles for the rush cutscene are missing.
  445. * Super Saiyan Kid Trunks's Big Tree Cannon uses different VFX and camera angles for its charging sequence.
  446. * Goten uses a different animation for his Kiai Cannon.
  447. * Goten uses both Heavy Finish patterns.
  448. * Goten's Sleep Blast 1 costs 2 Blast Stocks instead of 3, and it uses different SFX. It also uses different stats, as the Blast 1 only recovers Ki and not Health.
  449. * Goten's Full Power Energy Blast Volley costs 2 ki bars instead of 3, and it uses a different camera angle.
  450. * Goten's Assault! uses a different camera angle for its charging sequence.
  451. Like the case with most rushes, it lacks some VFX and you can move freely during it.
  452. * Goten's Super Kamehameha is taken from DBZBT2, and it uses different VFX.
  453. * Goten uses a different transformation camera angle.
  454. * Super Saiyan Goten uses a different transformation camera angle.
  455. * Super Saiyan Goten uses a different animation for his Kiai Cannon.
  456. * Super Saiyan Goten's 2nd costume is missing.
  457. * Super Saiyan Goten's extra faces are also missing.
  458. * Super Saiyan Goten's Assault! uses yet another different camera angle for its charging sequence. Unlike the base form's Assault!, the camera isn't as close.
  459. Sadly, the rush cutscene is missing camera angles.
  460. * Super Saiyan Goten's Bros. Kamehameha is taken from DBZBT2, but it's missing camera angles for the Rush cutscenes.
  461. The parameters have also been altered: only the first part of the rush cutscene will play, while the game should normally play the entirety of the rush cutscene.
  462. * Gotenks uses a different entrance animation, whose 1st part is constantly looping, since the 2nd part is missing.
  463. * Gotenks uses both Heavy Finish patterns.
  464. * Gotenks's aura is like that of a Super Saiyan's, yet his aura charge is blue.
  465. * Gotenks's transformations are different.
  466. - They use the same names as Goten and Kid Trunks's fusion names.
  467. - Super Saiyan uses two sets of controls: R3 and R3+←.
  468. - Super Saiyan 3 costs 1 Blast Stocks instead of 2.
  469. * Gotenks's Full Power Energy Wave uses a placeholder camera angle. It costs 2 ki bars instead of 3.
  470. * Gotenks's High Speed Rush uses a different camera angle for its charging sequence. It costs 2 ki bars instead of 3, and the rush cutscene's camera angles are missing.
  471. * Gotenks's Big Tree Cannon uses different VFX and camera angles.
  472. * Gotenks uses a placeholder transformation animation and camera angle.
  473. * Super Saiyan Gotenks uses a placeholder transformation animation and camera angle.
  474. * Super Saiyan Gotenks uses a placeholder post-transformation animation and camera angle.
  475. * Super Saiyan Gotenks uses the same entrance animation as base Gotenks.
  476. * Super Saiyan Gotenks uses both Heavy Finish patterns.
  477. * Super Saiyan Gotenks's False Courage is the same as base form Gotenks's, since its cost is 2 Blast Stocks instead of 1.
  478. * Super Saiyan Gotenks's Hi-Tension does absolutely nothing.
  479. * Super Saiyan Gotenks's Big Tree Cannon uses a placeholder camera angle. It costs 2 ki bars instead of 3.
  480. * Super Saiyan Gotenks's Galactic Donuts uses a different camera angle, and because its VFX are different, the Blast 2 won't hit the opponent no matter what. It also costs 2 ki bars instead of 3.
  481. * Super Saiyan Gotenks's Super Ghost Kamikaze Attack uses different camera angles for its charging sequence, and both the ghosts and the effects are missing.
  482. * Super Saiyan 3 Gotenks uses a placeholder post-transformation animation and camera angle.
  483. * Super Saiyan 3 Gotenks uses a different entrance animation.
  484. * Super Saiyan 3 Gotenks uses both Heavy Finish patterns.
  485. * Super Saiyan 3 Gotenks can only have up to 3 Blast Stocks.
  486. * Super Saiyan 3 Gotenks's Finish Sign uses an oddly different name (//) and its stats are missing. Its effects are also different.
  487. * Super Saiyan 3 Gotenks's Big Tree Cannon uses a placeholder camera angle. It costs 2 ki bars instead of 3.
  488. * Super Saiyan 3 Gotenks's DIE DIE Missile Barrage uses a different camera angle. It costs 2 ki bars instead of 3.
  489. * Super Saiyan 3 Gotenks's Charging Ultra Buu Buu Volleyball is taken from DBZBT2, but it uses the wrong parameters: because of this, only the 1st part of the rush cutscene will play.
  490. * Vegito's aura is like that of a Super Saiyan's, yet his aura charge is blue.
  491. * Vegito uses both Heavy Finish patterns.
  492. * Vegito's Big Bang Attack costs 2 ki bars instead of 3, and it only does one hit.
  493. * Vegito's Scatter Finger Beam uses slightly different parameters.
  494. * Vegito's Super Kamehameha is taken from DBZBT2, and it uses different VFX.
  495. * Vegito uses a placeholder transformation animation and camera angle.
  496. * Super Vegito's entrance animation is very different (similar to the DBZBT2 counterpart), and it doesn't load his Super Saiyan aura.
  497. * Super Vegito uses a placeholder transformation animation and camera angle.
  498. * Super Vegito uses a different ki-charging animation.
  499. * Super Vegito uses a different camera angle for his throw.
  500. * Super Vegito's Beam Sword Slash uses a different camera angle for the charging cutscene, and different animations for the rush cutscene as well. It also costs 2 ki bars, not 3, and its parameters are a bit different.
  501. * Super Gogeta's fully charged Ki Blast is different.
  502. * Super Gogeta uses a different ki-charging animation.
  503. * Super Gogeta cannot teleport in MAX POWER Mode.
  504. * Super Gogeta cannot do his Violent Rush.
  505. * Super Gogeta's Finish Sign uses different VFX and no stats.
  506. * Super Gogeta's Big Bang Kamehameha uses different sound effects.
  507. * Super Gogeta's Super Explosive Wave uses a slightly different camera angle, but completely different VFX.
  508. The Blast 2 in consideration also costs 2 ki bars, not 4. Its price has been halved.
  509. * Super Gogeta's Stardust Breaker uses a slightly different rush cutscene. It does 20 hits instead, and its ending is completely different.
  510. - The rush also uses different parameters, as the opponent won't be vaporized after the rush. Instead, he'll be lying on the ground.
  511. * Super Saiyan 4 Gogeta's Big Bang Kamehameha costs 4 ki bars, not 3.
  512. * Super Saiyan 4 Gogeta uses a different ki-charging sequence.
  513. * Super Saiyan 4 Gogeta cannot teleport in MAX POWER Mode.
  514. * Super Saiyan 4 Gogeta's 100x Big Bang Kamehameha uses slightly different VFX.
  515. * Hercule can apparently fly.
  516. * Hercule throws blue Ki Blasts instead of rocks.
  517. * Hercule uses both Heavy Finish patterns.
  518. * Hercule's throw uses different animations:
  519. - When Hercule kicks his opponent, the kick will do 8 hits instead of 1.
  520. - After the throw does 17 hits, the game will no longer count the other hits.
  521. - Throughout the whole throw, the game will play the opponent's pain sounds, suggesting that they're getting hurt, despite them standing completely still.
  522. * Hercule's "The Champion Arrives!" Blast 1 costs 2 Blast Stocks instead of 3, and it's missing both its stats and name. It also uses different SFX.
  523. * Hercule's Dynamic Mess Em Up Punch uses a placeholder camera angle for its charging sequence. Its animations and parameters have also been altered:
  524. - It will always deal damage.
  525. - When the opponent gets hit during the rush cutscene, the game will assume they're actually getting hit, which is why the opponent grunts right away.
  526. - The Blast 2 costs 2 ki bars, and not 3.
  527. * Hercule's Present Bomb uses incorrect parameters. Because of this, he has to do a Step-In before he does the Super Attack, and the game doesn't load the Present object either way.
  528. * Hercule's "Mister Buu Arrives!" Ultimate Blast uses different camera angles (obviously taken from DBZBT2) for its charging sequence, and it costs 4 ki bars instead of 5.
  529. Unfortunately, there are three problems with this attack:
  530. - The Ultimate Blast is missing its name.
  531. - Majin Buu doesn't show up.
  532. - Hercule plays his 1st voice line twice during the rush.
  533. * Videl uses both Heavy Finish patterns.
  534. * Videl's Ki Blasts are long-range, not close-range.
  535. * Videl's fully charged Ki Blasts unload earlier than they should, and some of the particles are different.
  536. * Videl's Afterimage Strike is actually a Wild Sense.
  537. * Videl's Super Unyielding Spirit doesn't boost Attack, and it uses slightly different VFX and SFX.
  538. * Videl's High Speed Rush uses a different camera angle for its charging sequence, and the Y axis for Player 2's animations during the rush cutscene has been miscalculated.
  539. * Videl's Desperado Rush costs 2 ki bars, not 3. It also uses a different camera angle for its charging sequence.
  540. * Videl's Videl Rush uses different camera angles for its charging sequence.
  541. * Great Saiyaman 2's throw is different.
  542. * Great Saiyaman 2 uses both Heavy Finish patterns.
  543. * Great Saiyaman 2 doesn't gain any additional Vanishing Attacks when in MAX POWER Mode.
  544. * Great Saiyaman 2's Ki Blasts are long-range, not close-range.
  545. * Great Saiyaman 2's fully charged Ki Blasts are no longer close-range.
  546. * Great Saiyaman 2's Justice Countdown uses a different camera angle for its charging sequence.
  547. * Great Saiyaman 2's Justice Rush 2 uses a different camera angle for its charging sequence, and its parameters are incorrect, as only the first part of the rush cutscene will play.
  548. The Blast 2's name is also missing.
  549. * Great Saiyaman 2's Justice Finishing Pose uses different VFX, and the camera angles for its rush cutscene are missing.
  550. * Supreme Kai's entrance animation is different.
  551. * Supreme Kai lacks extra faces.
  552. * Supreme Kai's transformation costs 1 Blast Stock instead of 2.
  553. * Supreme Kai's Afterimage Strike doesn't make his ki-charging slower.
  554. * Supreme Kai's "Energy's Last" uses a placeholder camera angle, and it costs 2 ki bars instead of 3.
  555. * Supreme Kai's Crazy Rush uses a different camera angle, and it costs 2 ki bars instead of 3.
  556. * Supreme Kai's Gekiretsu Shin'ou'hou uses different camera angles for its charging sequence.
  557. * Supreme Kai uses a placeholder camera angle for his transformation, and said transformation costs 1 Blast Stock instead of 2.
  558. * Kibito Kai uses a placeholder post-transformation camera angle.
  559. * Kibito Kai's entrance animation is different.
  560. * Kibito Kai uses a different animation when he releases any charged Ki Blast.
  561. * Kibito Kai uses a different Kiai Cannon animation.
  562. * Kibito Kai's Full Power Energy Wave uses a placeholder camera angle, and it costs 2 ki bars instead of 3.
  563. * Kibito Kai's Crazy Combination uses a different camera angle for its charging sequence, and it costs 2 ki bars instead of 3.
  564. While its camera work and parameters are finished, its animations are taken from the DBZBT2 variant of the move. The Blast 2 is also missing its name.
  565. * Kibito Kai's Shin Gekiretsu Shin'ou'Hou uses different camera angles for its charging sequence.
  566. * Yajirobe can apparently fly.
  567. * Yajirobe uses both Heavy Finish patterns.
  568. * For unknown reasons, Yajirobe can actually fire Ki Blasts.
  569. * Yajirobe can have only up to 3 Blast Stocks per match.
  570. * Yajirobe's Senzu costs 2 Blast Stocks instead of 5, and it doesn't restore Ki nor Health. It also uses a different sound effect.
  571. * Yajirobe's Super Unyielding Spirit uses a different sound effect, and it doesn't boost Attack.
  572. * Yajirobe's Ka-Blam Slicer stuns the opponent differently. It also costs 2 ki bars, not 3.
  573. * Yajirobe's Flash and Kill uses a different camera angle for its charging sequence, and its Blast 2 name is missing. It's also lacking some VFX (e.g. the sword slash).
  574. * Yajirobe's Miracle Ka-Blam Slash uses different camera angles for its charging sequence. It also uses slightly different VFX for the ending.
  575. * Pikkon uses a different victory animation, taken from Piccolo.
  576. * Pikkon uses both Heavy Finish patterns.
  577. * Pikkon's aura is blue, yet his aura charge is yellow.
  578. * Pikkon's Hi-Tension does absolutely nothing.
  579. * Pikkon's Hyper Tornado uses a placeholder camera angle, and it costs 2 ki bars as opposed to 4.
  580. * Pikkon's Burning Shoot is entirely taken from DBZBT2, and it costs 2 ki bars instead of 3.
  581. * Pikkon's Thunder Flash uses different camera angles for its charging sequence. It also costs 4 ki bars instead of 5, and its VFX are slightly different.
  582. * Tapion's fully charged Ki Blasts are different.
  583. * Tapion's Afterimage is actually a Wild Sense.
  584. * Tapion's Brave Cannon uses a placeholder camera angle.
  585. * Tapion's Brave Slash costs 2 ki bars instead of 3. It also uses a different camera angle.
  586. * Tapion's Brave Sword Attack costs 4 ki bars instead of 5. It uses different (but still lacking) VFX, as there's no flash at the end.
  587. The Ultimate Blast also uses different camera angles for its charging sequence, just like in DBZBT2.
  588. * Pan uses both Heavy Finish patterns.
  589. * Pan's Saiyan Soul uses different sound effects, and it doesn't boost any stats.
  590. * Pan's Gill Missile costs 2 ki bars instead of 3. It also uses a different camera angle for its charging sequence, and unfortunately, Giru doesn't show up during the rush cutscene.
  591. * Pan's "Maiden's Rage!" uses different camera angles for its charging sequence.
  592. * Uub's aura is different, and so is the sound effect used for the ki-charging sequence.
  593. * Uub's transformation is called Fusion, and it costs 1 Blast Stock instead of 2 like in the final.
  594. * Uub's Blazing Barrage Palm costs 2 ki bars instead of 3. The animations for said Blast 2 are slightly, slightly altered. You can tell by the beginning of the rush cutscene.
  595. * Uub's Super Explosive Wave uses different VFX and camera angles for its charging cutscene.
  596. * Uub uses a placeholder transformation camera angle.
  597. * Majuub uses a placeholder post-transformation camera angle.
  598. * Majuub's aura is different, and so is the sound effect used for the ki-charging sequence.
  599. * Majuub cannot teleport in MAX POWER Mode.
  600. * Majuub's Kaikosen and Mystic Breath use different VFX.
  601. * Majuub's Super Energy Wave Volley costs 2 ki bars instead of 3, and it uses a different camera angle.
  602. * Majuub's Chocolate Beam is taken from DBZBT2, but it's still unfinished. The camera angles for the rush cutscene are incorrect, and if anything, the chocolate object doesn't even load.
  603. It also costs 2 ki bars, not 3.
  604. * Majuub's Lightning Arrow uses different camera angles for its charging sequence, and its parameters are oddly different.
  605. * Master Roshi can apparently fly.
  606. * Master Roshi uses both Heavy Finish patterns.
  607. * Master Roshi's Kiai Cannon uses a different animation.
  608. * Master Roshi can hold up to 3 Blast Stocks instead of 4 like in the final game.
  609. * Master Roshi's "The Original Kamehameha" uses a placeholder camera angle.
  610. * Master Roshi's High Speed Rush costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  611. Unfortunately, the rush cutscene's camera angles are missing.
  612. * Master Roshi's Mankoku Kyoutenshou costs 4 ki bars instead of 5, and it lacks both VFX and a proper name. Because of this, the Ultimate Blast will never hit the opponent, and therefore the rush cutscene is left unused.
  613. * Master Roshi's transformation costs 1 Blast Stock instead of 2, and it uses a placeholder camera angle.
  614. * Master Roshi (MAX Power) uses a placeholder post-transformation camera angle and animation.
  615. * Master Roshi (MAX Power) can still fly.
  616. * Master Roshi (MAX Power) uses a different entrance animation.
  617. * Master Roshi (MAX Power)'s aura charge is yellow.
  618. * Master Roshi (MAX Power) can hold up to 3 Blast Stocks instead of 4 like in the final game.
  619. * Master Roshi (MAX Power)'s Pump Up uses different SFX, and it does absolutely nothing.
  620. * Master Roshi (MAX Power)'s "The Original Kamehameha" uses a placeholder camera angle.
  621. * Master Roshi (MAX Power)'s Turtle School Ultimate Fist costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence. Its voice lines are also different.
  622. The rest of the rush however is still unfinished.
  623. - The animations are taken from DBZBT2.
  624. - The Blast 2 parameters are incorrect, which causes the rush to play its 2nd part over and over again.
  625. - The camera work isn't quite done yet.
  626. * Master Roshi (MAX Power)'s MAX POWER Kamehameha uses different camera angles for its charging sequence.
  627. * Grandpa Gohan uses both Heavy Finish patterns.
  628. * Grandpa Gohan can hold up to 3 Blast Stocks instead of 4 like in the final game.
  629. * Grandpa Gohan's Sleep Blast 1 costs 2 Blast Stocks instead of 3, and it uses different SFX & no stats.
  630. * Grandpa Gohan's Turtle School Four Virtues uses a different camera angle for its charging sequence, and it costs 2 ki bars instead of 3.
  631. Like the case with the previous rush, this Blast 2 is also unfinished.
  632. - Its animations are taken from DBZBT2.
  633. - The Blast 2 parameters are incorrect, which is why the opponent clips through the stage once the rush is over.
  634. - The camera work isn't quite done yet.
  635. * Grandpa Gohan's Turtle School Tranquility uses different camera angles for its charging sequence, and also different parameters:
  636. - Only the first part of the rush cutscene is played.
  637. * Nam can apparently fly.
  638. * Nam is lacking voice lines, both ADX and VAG.
  639. - Because of this, his Blast 1's and Blast 2's are lacking sound effects.
  640. - Besides Afterimage, all of his Special Attacks don't have names. Only zeroes.
  641. * Nam can actually fire one or two Ki Blasts at a time in the demo, while in the final version, he cannot fire any.
  642. * Nam seems to have a working aura charge, whose color is set to white.
  643. * Nam's Afterimage costs 2 Blast Stocks, not 1.
  644. * Nam's "For The Villagers" Blast 1 doesn't boost Defense, and its VFX are slightly different.
  645. * Nam's Shura Gekiretsuken costs 2 ki bars instead of 3, and it uses slightly different animations for its charging sequence.
  646. * Nam's Cross Arm Attack also costs 2 ki bars instead of 4. In addition, its animations are slightly different so that the attack's VFX load later, and so is the camera angle. It's more on center.
  647. * Android #8 can apparently fly.
  648. * Android #8 is lacking voice lines, both ADX and VAG.
  649. - Because of this, his Blast 1's and Blast 2's are lacking sound effects.
  650. - Besides False Courage and Howl, all of his Special Attacks don't have names. Only zeroes.
  651. * Android #8 uses both Heavy Finish patterns.
  652. * Just like Nam, Android #8 can only fire one or two Ki Blasts at a time.
  653. * Android #8's Eighter Attack costs 2 ki bars instead of 4, and it stuns the opponent differently.
  654. * Android #8's "Eighter's Anger" Blast 2 uses different parameters:
  655. - The Blast 2 costs 2 ki bars instead of 3.
  656. - The Blast 2 behaves like a rush.
  657. - Only the first part of the rush cutscene is played.
  658. - The Blast 2 is missing VFX.
  659. - The rest of the parameters are incorrect.
  660. * Android #8's "You Hurt Goku!" Ultimate Blast uses different camera angles for its charging sequence.
  661. * King Vegeta uses both Heavy Finish patterns.
  662. * King Vegeta's King of Saiyans cost 2 Blast Stocks instead of 3, and it does absolutely nothing.
  663. * King Vegeta's Execution Beam does 4 hits, not 1.
  664. * King Vegeta's Great Ape transformation costs 1 Blast Stock instead of 3.
  665. * King Vegeta's Orga Blaster uses a shaky ending for the rush cutscene.
  666. * Great Ape King Vegeta uses a different post-transformation voice line.
  667. * Great Ape King Vegeta uses both Heavy Finish patterns.
  668. * Great Ape King Vegeta fires different Ki Blasts.
  669. * Great Ape King Vegeta can only have up to 3 Blast Stocks.
  670. * Great Ape King Vegeta's Howl only grants access to MAX POWER Mode and nothing else.
  671. * Great Ape King Vegeta's Super Galick Gun uses a different name (Super Garlic Gun).
  672. * Great Ape King Vegeta's Super Explosive Wave uses different VFX.
  673. * Bardock's aura is wrong.
  674. * Bardock's Rush Ki Wave uses a different combo.
  675. * Bardock's Saiyan Soul uses different SFX, and it doesn't boost any stats.
  676. * Bardock's Great Ape transformation costs 1 Blast Stock instead of 3, and it lacks sound effects. During the transformation cutscene, Bardock doesn't actually look at the Full Moon.
  677. * Bardock's Full Power Energy Wave costs 2 ki bars, not 3. It also uses a placeholder camera angle.
  678. * Bardock's Final Revenger costs 2 ki bars instead of 3. It also uses a different camera angle for its charging sequence, and its rush cutscene is taken from DBZBT2.
  679. * Bardock's Final Spirit Cannon costs 4 ki bars, not 5. It also uses different VFX and camera angles for its charging sequence.
  680. * Great Ape Bardock's Ki Blasts are different.
  681. * Great Ape Bardock can only have up to 3 Blast Stocks.
  682. * Great Ape Bardock's Howl doesn't boost Attack and lower Defense.
  683. * Great Ape Bardock's Chou Makouhou costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  684. * Great Ape Bardock's Super Explosive Wave costs 2 ki bars instead of 4, and it uses different VFX.
  685. * Great Ape Bardock's Chou Makohou Barrage uses different VFX and camera angles, while still lacking a name.
  686. * Fasha is lacking voice lines, both ADX and VAG.
  687. - Because of this, her Special Attacks are missing SFX.
  688. * Fasha uses both Heavy Finish patterns.
  689. * Fasha uses a different Kiai Cannon pattern.
  690. * Fasha uses the wrong aura.
  691. * Fasha's Ki Blasts are slightly different.
  692. * Fasha's Saiyan Soul doesn't boost Attack and Super.
  693. * Fasha's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  694. * Fasha's Energy Ballet costs 2 ki bars instead of 3, and it uses a different camera angle. It also lacks a proper name.
  695. * Fasha's Great Ape transformation has one tiny problem: she doesn't actually look at the Full Moon, and the transformation is missing its sounds. It also costs 1 Blast Stock instead of 3.
  696. * Great Ape Fasha is lacking voice lines, both ADX and VAG.
  697. - Because of this, her Special Attacks are missing SFX.
  698. * Great Ape Fasha can only have up to 3 Blast Stocks at once.
  699. * Great Ape Fasha's Ki Blasts are smaller.
  700. * Great Ape Fasha uses both Heavy Finish patterns.
  701. * Great Ape Fasha's Howl doesn't boost Attack and lower Defense.
  702. * Great Ape Fasha uses a placeholder camera angle for her Chou Makouhou Barrage. Said Blast 2 costs 2 ki bars, not 3.
  703. * Great Ape Fasha's Gigantic Rock Throw costs 2 ki bars instead of 3, and it uses a different camera angle.
  704. * Great Ape Fasha's Gigantic Saiyan Lady uses different camera angles for its charging sequence, and it's also missing its respective Ultimate Blast name.
  705. * Raditz's 2nd costume is different.
  706. * Raditz's Blast 2's don't have any names.
  707. * Raditz uses both Heavy Finish patterns.
  708. * Raditz can hold up to 3 Blast Stocks per match.
  709. * Raditz's Saiyan Soul costs 2 Blast Stocks instead of 3, and it uses different SFX and (lack of) stats.
  710. * Raditz's Full Power uses different SFX.
  711. * Raditz's "Here's a present!" Blast 2 uses a different camera angle. It also costs 2 ki bars, not 3.
  712. * Raditz's "I'm a Top-Class Warrior!" Blast 2 uses a different camera angle. It also costs 2 ki bars instead of 3, and the voice lines for the rush have been changed as well.
  713. * Raditz's "Begone!" Ultimate Blast uses a different primary camera angle.
  714. * Raditz's Great Ape transformation has one tiny problem: he doesn't actually look at the Full Moon, and the transformation is missing its sounds. It also costs 1 Blast Stock instead of 3.
  715. * Great Ape Raditz's 2nd costume is also different.
  716. * Great Ape Raditz uses both Heavy Finish patterns.
  717. * Great Ape Raditz's Ki Blasts are smaller and also yellow.
  718. * Great Ape Raditz's Howl doesn't boost Attack and lower Defense.
  719. * Great Ape Raditz's Sleep Blast 1 costs 2 Blast Stocks instead of 3, and it does absolutely nothing. The sounds used are also different.
  720. * Great Ape Raditz's Chou Makouhou costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  721. * Great Ape Raditz's Gigantic Rock Throw also costs 2 ki bars, however its camera angle is different.
  722. * Great Ape Raditz's Chou Makousen uses different camera angles for its charging sequence.
  723. * Saibaman's Flying Kick Animation is different.
  724. * Saibaman's Ki Blasts are broken. Some of them land on the ground, while others hit the opponent just fine.
  725. * Saibaman's throw uses a different camera angle.
  726. * Saibaman uses both Heavy Finish patterns.
  727. * Saibaman's Afterimage is actually a Wild Sense.
  728. * Saibaman's Acid costs 2 Blast Stocks instead of 1, and its VFX are strangely different.
  729. * Saibaman's Full Power Energy uses a placeholder camera angle. It also costs 2 ki bars, not 3.
  730. * Saibaman's High Speed Rush uses a different camera angle for its charging sequence. It also costs 2 ki bars instead of 3, and the camera angles for the rush cutscene are missing.
  731. * Saibaman's Saibaman Bomb costs 4 ki bars instead of 5, and it uses different camera angles for its charging sequence.
  732. For odd reasons, since the parameters are incorrect, it can only be done once per match, even if the rush misses. And when it does hit, it will only play the 1st part of the rush cutscene.
  733. * Nappa can only have up to 3 Blast Stocks at once.
  734. * Nappa's victory animation is different.
  735. * Nappa's aura is white, not yellow like his aura charge.
  736. * Nappa's Great Ape transformation has one tiny problem: he doesn't actually look at the Full Moon, and the transformation is missing its sounds. It also costs 1 Blast Stock instead of 3.
  737. * Nappa's Blast 1's cost 2 Blast Stocks each, use different SFX, and grant absolutely nothing.
  738. * Nappa's Volcanic Explosion costs 2 ki bars, not 3. Its VFX are also different.
  739. * Nappa's Blazing Storm costs 2 ki bars, not 4.
  740. * Nappa's Kapa uses different camera angles for its charging sequence, and its respective name is missing. The SFX are also different.
  741. * Great Ape Nappa uses both Heavy Finish parameters.
  742. * Great Ape Nappa can only have up to 3 Blast Stocks at once.
  743. * Great Ape Nappa's Ki Blasts are smaller.
  744. * Great Ape Nappa's aura is white, not yellow like his aura charge.
  745. * Great Ape Nappa's Howl doesn't boost Attack and lower Defense.
  746. * Great Ape Nappa's Blast 2's cost 2 ki bars and use different camera angles.
  747. His Super Explosive Wave however uses completely different VFX, while the Gigantic Rock Throw uses a placeholder camera angle.
  748. * Great Ape Nappa's Chou Makouhou uses different camera angles for its charging sequence, however its VFX are missing. No worries, the Ultimate Blast can still deal damage.
  749. * Zarbon uses both Heavy Finish patterns.
  750. * Zarbon can only have up to 3 Blast Stocks at once.
  751. * Zarbon's Shooting Star Arrow costs 2 ki bars instead of 3.
  752. * Zarbon's Bloody Dance also costs 2 ki bars, however its rush cutscene is taken from DBZBT2 and the camera angle used for the charging sequence is different.
  753. * Zarbon's transformation uses a placeholder camera angle.
  754. * Zarbon (Post-Transformation) uses a placeholder post-transformation camera angle.
  755. * Zarbon (Post-Transformation) can only have up to 3 Blast Stocks at once.
  756. * Zarbon (Post-Transformation) uses a different victory animation.
  757. * Zarbon (Post-Transformation)'s Blast 1's don't boost any stats.
  758. * Zarbon (Post-Transformation)'s Elegant Blaster costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  759. * Zarbon (Post-Transformation)'s Wild Pressure is taken from DBZBT2, but it uses the wrong parameters. Because of this, only the first part of the rush cutscene will play.
  760. Like the case with most rushes, the Blast 2 costs 2 ki bars, not 3.
  761. * Zarbon (Post-Transformation)'s Monster Rush is taken entirely from DBZBT2, which is why it behaves like a normal rush.
  762. Its animations have been slightly altered, too, and so have its parameters.
  763. * Dodoria's aura is different, as it's not purple anymore.
  764. * Dodoria's victory animation is quite similar to his entrance animation.
  765. * Dodoria's Blast 1's cost 2 Blast Stocks each, use different SFX and no stats.
  766. * Dodoria's Chou Makouhou costs 2 ki bars instead of 3, and its camera angle is slightly different.
  767. * Dodoria's "Dodoria Head Breaker" Blast 2 costs 2 ki bars instead of 4, and it's lacking both VFX and a proper name.
  768. It should already be obvious by now that the camera angle used for said Blast 2 is also different.
  769. * Dodoria's Ultimate Blast uses different VFX, and a much worse range. Again, the camera angles are different, and its name is missing.
  770. * Cui uses both Heavy Finish patterns.
  771. * Cui's Blast 1's cost 2 Blast Stocks each, use different SFX and no stats.
  772. * Cui's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  773. * Cui's Full Power Energy Barage Wave costs 2 ki bars instead of 3, and it uses a different camera angle.
  774. * Cui's "Ah! Lord Frieza" Ultimate Blast uses different camera angles for its charging sequence.
  775. * Captain Ginyu can only have up to 3 Blast Stocks at once.
  776. * Captain Ginyu's SP Fighting Pose 5 costs 3 Blast Stocks instead of 2, and it uses different SFX.
  777. * Captain Ginyu's Self-Harm uses different stats. It grants access to MAX POWER Mode, while still taking away some of your health.
  778. * Captain Ginyu's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  779. * Captain Ginyu's Galaxy Dynamite costs 2 ki bars instead of 3, and it uses a different camera angle.
  780. * Captain Ginyu's Body Change uses different VFX and camera angles for its charging sequences. In fact, the attack has a different ending, and you never get to swap bodies with anyone.
  781. * Recoome's 2nd costume is different. It's a recolor of his first one.
  782. * Recoome can only have up to 3 Blast Stocks at once.
  783. * Recoome's False Courage uses different SFX, and it doesn't boost Defense.
  784. * Recoome's SP Fighting Pose 1 costs 3 Blast Stocks instead of 2, and it uses different SFX.
  785. * Recoome's Eraser Gun costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  786. * Recoome's Recoome Renegade Bomber costs 2 ki bars instead of 3, and it uses a different camera angle.
  787. * Recoome's Recoome Fighting Bomber costs 4 ki bars instead of 5, and it uses different camera angles.
  788. * Burter can only have up to 3 Blast Stocks at once.
  789. * Burter's Afterimage is actually a Wild Sense.
  790. * Burter's SP Fighting Pose 2 costs 3 Blast Stocks instead of 2, and it uses different SFX.
  791. * Burter's Full Power Energy Ball costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  792. Its parameters have been altered so that the VFX last longer and that the Blast 2 does twice as many hits.
  793. * Burter's Space Mach Attack uses a different camera angle and no additional SFX.
  794. * Burter's Purple Comet Attack doesn't have a name yet, and it uses different camera angles for its charging sequence. Its parameters have also been altered:
  795. - Jeice doesn't assist Burter in the rush cutscene at all.
  796. - The last part of the rush cutscene doesn't play.
  797. * Jeice uses both Heavy Finish patterns.
  798. * Jeice can only have up to 3 Blast Stocks per match.
  799. * Jeice's SP Fighting Pose 3 costs 3 Blast Stocks instead of 2, and it uses different SFX, but also the wrong animations, likely taken from some other character's Pump Up.
  800. * Jeice's Full Power Energy Wave uses a placeholder camera angle.
  801. * Jeice's Crusher Ball costs 2 ki bars instead of 3, and it uses a different camera angle.
  802. * Jeice's Purple Comet Attack is very different.
  803. - The Ultimate Blast's name is missing.
  804. - It uses different camera angles for its charging sequence.
  805. - The rush's Crusher Ball effect is also missing.
  806. - Burter doesn't assist Jeice in the rush cutscene at all.
  807. - The last part of the rush cutscene is repeated once more, and it uses the wrong voice line.
  808. * Guldo uses both Heavy Finish patterns.
  809. * Guldo can only have up to 3 Blast Stocks per match.
  810. * Guldo's Paralysis costs 2 Blast Stocks instead of 1.
  811. * Guldo's SP Fighting Post 4 costs 3 Blast Stocks instead of 2, and it uses different SFX.
  812. * Guldo's Psychic Rock Throw costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  813. * Guldo's Full Power Energy Barrage also costs 2 ki bars, however it uses a different camera angle from the previous Blast 2.
  814. * Guldo's Guldo Special costs 4 ki bars instead of 5, and it uses different camera angles for its charging sequence.
  815. In fact, its VFX are also a bit different, and so are its parameters, which is why the Ultimate Blast deals damage before stunning the opponent.
  816. * Frieza (1st Form)'s Ki Blasts are different.
  817. * Frieza (1st Form)'s Psychokinesis uses different SFX.
  818. * Frieza (1st Form)'s Pump Up uses different SFX and no stats.
  819. * Frieza (1st Form)'s Death Beam uses slightly different VFX.
  820. * Frieza (1st Form)'s Punishing Rush costs 2 ki bars instead of 3, and it uses a different camera angle.
  821. * Frieza (1st Form)'s Death Ball costs 4 ki bars instead of 5, and it uses completely different VFX, similar to the ones from DBZBT2.
  822. * Frieza (1st Form)'s transformation uses placeholder animations, camera angles and VFX.
  823. * Frieza (2nd Form)'s transformation uses placeholder animations, camera angles and VFX.
  824. * Frieza (2nd Form)'s post-transformation uses a placeholder animation and camera angle.
  825. * Frieza (2nd Form)'s Finish Sign uses different VFX and no stats.
  826. * Frieza (2nd Form)'s Punishing Blaster uses slightly different VFX.
  827. * Frieza (2nd Form)'s Death Storm costs 2 ki bars instead of 3, and it uses a slightly different camera angle.
  828. * Frieza (2nd Form)'s HAIL Frieza uses different camera angles for its charging sequence. It's also missing the horn sound effect.
  829. * Frieza (3rd Form)'s transformation uses placeholder animations, camera angles and VFX.
  830. * Frieza (3rd Form)'s post-transformation uses a placeholder animation and camera angle.
  831. * Frieza (3rd Form) uses both Heavy Finish patterns.
  832. * Frieza (3rd Form) uses a different Kiai Cannon pattern.
  833. * Frieza (3rd Form)'s Death Beam uses slightly different VFX.
  834. * Frieza (3rd Form)'s High Speed Rush costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  835. On the other hand, the rush cutscene's camera angles are missing.
  836. * Frieza (3rd Form)'s Crazy Death Beam uses different camera angles.
  837. * Frieza (Final Form)'s transformation uses placeholder animations, camera angles and VFX.
  838. * Frieza (Final Form)'s post-transformation uses a placeholder animation and camera angle.
  839. * Frieza (Final Form) uses a different Kiai Cannon pattern.
  840. * Frieza (Final Form)'s charged Ki Blasts use different parameters.
  841. * Frieza (Final Form)'s Blast 1's use different SFX.
  842. * Frieza (Final Form)'s Blast 2's don't have any names.
  843. * Frieza (Final Form)'s Barrage Death Beam uses a placeholder camera angle and different parameters, so that it can only fire one projectile instead of 10.
  844. * Frieza (Final Form)'s "I Might Die This Time." Blast 2 uses a different camera angle for its charging sequence, and its VFX are missing.
  845. Because of this, the Blast 2 doesn't operate the way it should, hence being rendered useless.
  846. * Frieza (Final Form)'s Death Ball costs 4 ki bars instead of 5, and it uses slightly different VFX.
  847. * Frieza (Full Power)'s post-transformation uses a placeholder animation and camera angle.
  848. * Frieza (Full Power)'s model is taken from DBZBT2.
  849. * Frieza (Full Power)'s ki-charging animation is the same as Frieza (Final Form)'s.
  850. * Frieza (Full Power) cannot fire Destructo Disc Ki Blasts, despite the animations for those still being present.
  851. * Frieza (Full Power)'s Blast 1's use different SFX and no stats.
  852. * Frieza (Full Power)'s Death Saucer costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  853. * Frieza (Full Power)'s Nova Strike costs 2 ki bars instead of 4, and it uses a different camera angle.
  854. Its parameters are also different, so that the opponent won't fall down to the ground once they get hit by the Blast 2.
  855. * Frieza (Full Power)'s "You'll Die At My Hand!" costs 4 ki bars instead of 5, and it uses a different secondary camera angle.
  856. Its voice lines and SFX are quite different, and of course, the Ultimate Blast lacks a name.
  857. * Mecha Frieza's entrance animation is unfinished. Its 1st part is taken from Frieza (Final Form), while the 2nd part is the same as the final version's entrance animation.
  858. The camera angle used for the animation is also taken from Frieza (Final Form).
  859. * Mecha Frieza's victory animation is also unfinished. It doesn't have a unique camera angle yet, and the transition from the 1st part to the 2nd part of the animation isn't nearly as smooth.
  860. * Mecha Frieza uses the wrong aura, and his active charge rate is pretty high.
  861. * Mecha Frieza can only hold up to 3 Blast Stocks per match.
  862. * Mecha Frieza's charged Ki Blasts function differently.
  863. * Mecha Frieza's Death Beam uses slightly different VFX.
  864. * Mecha Frieza's Fissure Slash costs 2 ki bars instead of 3, and it uses a different camera angle.
  865. * Mecha Frieza's Supernova costs 4 ki bars instead of 5, and it uses different camera angles for its charging sequences.
  866. While it does use the right parameters, its animations are taken from DBZBT2's version of Supernova, which is obviously a rush.
  867. * King Cold uses the wrong aura.
  868. * King Cold's 2nd Blast 1 uses a different name (Royal Dignity), while still lacking stats.
  869. * King Cold's Full Power Death Beam uses a different camera angle.
  870. * King Cold's Super Explosive Wave uses different VFX.
  871. * King Cold's Cold Family Power uses a different name (Power of King Cold's Tribe).
  872. * Appule uses both Heavy Finish patterns.
  873. * Appule's Blast 1's use different SFX.
  874. * Appule's False Courage doesn't boost Defense.
  875. * Appule's Full Power Charge costs 2 Blast Stocks, not 1.
  876. * Appule's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  877. * Appule's High Speed Rush costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  878. The rush cutscene however, lacks any camera work.
  879. * Appule's Full Power Energy Ball uses different VFX and camera angles. The animations have also been altered.
  880. * Frieza Soldier's aura is purple, not white like in the final.
  881. * Frieza Soldier's Ki Blasts are different.
  882. * Frieza Soldier uses both Heavy Finish patterns.
  883. * Frieza Soldier can only have up to 3 Blast Stocks at once.
  884. * Frieza Soldier's Blast 1's both cost 2 Blast Stocks and use different SFX.
  885. * Frieza Soldier's Sleep Blast 1 does absolutely nothing.
  886. * Frieza Soldier's Energy Waves both cost 2 ki bars.
  887. * Frieza Soldier's (1st) Energy Wave uses a placeholder camera angle.
  888. * Frieza Soldier's (2nd) Energy Wave uses a different camera angle.
  889. * Frieza Soldier's Life-Risking Blow! costs 4 ki bars instead of 5, and it uses different camera angles. It's also missing VFX.
  890. * Android #16 uses both Heavy Finish patterns.
  891. * Android #16 can only have up to 3 Blast Stocks at once.
  892. * Android #16's Pump Up uses different SFX and no stats.
  893. * Android #16's Hell's Impact costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  894. * Android #16's Hell's Flash also costs 2 ki bars, however it uses a different name (Hells Flash) and camera angle for its charging sequence.
  895. The rest of the rush is unfinished. Parts of its cutscene are taken from his Ultimate Blast, even though the Blast 2 lacks camera work.
  896. * Android #16's Self-Destruct Device uses different camera angles for its charging sequence, and different VFX as well.
  897. The explosion is way smaller, and the camera work isn't quite done yet.
  898. * Android #17 uses both Heavy Finish patterns.
  899. * Android #17 can only hold up to 3 Blast Stocks.
  900. * Android #17's victory animation is taken from DBZBT2.
  901. * Android #17's Finish Sign doesn't boost Attack.
  902. * Android #17's Full Power Energy Ball costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  903. Its parameters have been altered so that the VFX last longer and that the Blast 2 does 5 hits, as opposed to 2.
  904. * Android #17's Photon Flash uses a different camera angle, voice line and SFX. Its name is also missing.
  905. * Android #17's Sadistic Dance uses different camera angles for its charging sequence.
  906. The Ultimate Blast in question is also missing its visuals and attack name.
  907. In addition, the rush cutscene's animations and camera angles have been edited slightly:
  908. - The rush does 24 hits in total instead of 29.
  909. - The rush is also shorter, because of its different ending.
  910. - Android #18 doesn't even show up.
  911. * Android #18 uses both Heavy Finish patterns.
  912. * Android #18's Destructo Disc Ki Blasts use the wrong effect.
  913. * Android #18's Super Unyielding Spirit doesn't boost Attack.
  914. * Android #18's Infinity Bullet costs 2 ki bars instead of 3, and it uses a placeholder camera angle. In fact, its VFX are also a bit different.
  915. * Android #18's Destructo Disc costs 2 ki bars instead of 3, and it uses a different camera angle.
  916. * Android #18's Sadistic 18 uses different camera angles for its charging sequences, and its rush cutscene is taken from DBZBT2.
  917. * Android #19 uses both Heavy Finish patterns.
  918. * Android #19 can only have up to 3 Blast Stocks at once.
  919. * Android #19's Blast 1's both cost 2 Blast Stocks, use different SFX and no stats.
  920. * Android #19's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  921. * Android #19's High Speed Rush uses a different camera angle for its charging sequence, but no camera angles for its rush cutscene.
  922. * Android #19's Drain Life 19 uses different camera angles for its charging sequence.
  923. * Dr. Gero's Blast 1's cost 2 Blast Stocks each, and don't boost any stats.
  924. * Dr. Gero's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  925. * Dr. Gero's Bionic Punisher uses a different camera angle.
  926. * Dr. Gero's Drain Life 20 uses different camera angles for its charging sequence.
  927. * Cell (1st Form)'s aura is white, yet his aura charge is yellow.
  928. * Cell (1st Form) uses both Heavy Finish patterns.
  929. * Cell (1st Form)'s throw uses a different camera angle.
  930. * Cell (1st Form) can only hold up to 3 Blast Stocks per match.
  931. * Cell (1st Form)'s Special Beam Cannon costs 2 ki bars, not 4.
  932. * Cell (1st Form)'s Drain Life Cell uses different camera angles for its charging sequence.
  933. * Cell (1st Form)'s transformation costs 1 Blast Stock instead of 2.
  934. * Cell (2nd Form)'s transformation uses slightly different animations, which forces the game to trigger the Heavy Finish VFX when Cell's about to hit Android #18.
  935. * Cell (2nd Form) uses slightly different VFX for his post-transformation sequence.
  936. * Cell (2nd Form)'s throw uses a different camera angle.
  937. * Cell (2nd Form)'s aura charge is blue, not yellow like in the final. Same thing for his normal aura.
  938. * Cell (2nd Form)'s Big Bang Crash is unfinished.
  939. - It doesn't have a name yet.
  940. - Its SFX and voice lines are taken from DBZBT2.
  941. - The Blast 2 in question uses a placeholder camera angle, and it costs 2 ki bars instead of 3.
  942. * Cell (2nd Form)'s Drain Life Cell costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  943. * Cell (2nd Form)'s Unforgivable! is also unfinished.
  944. - It doesn't have a name yet, and it costs 4 ki bars instead of 5.
  945. - Its SFX, camera angles and voice lines are taken from DBZBT2.
  946. - Visual effects are missing.
  947. - The rush uses a surprisingly different ending.
  948. - The Ultimate Blast's parameters have been altered, so that the attack won't sacrifice any of your HP.
  949. * Perfect Cell uses placeholder transformation animations and camera angles, but the transformation itself is lacking VFX.
  950. * Perfect Cell uses slightly different VFX for his post-transformation sequence.
  951. * Perfect Cell's aura is white, yet his aura charge is yellow.
  952. * Perfect Cell's ki-charging animation is taken from DBZBT2.
  953. * Perfect Cell's fully charged Ki Blasts are different.
  954. * Perfect Cell cannot teleport in MAX POWER Mode.
  955. * Perfect Cell's victory animation is missing its secondary animation, so the game just loops the first one.
  956. * Perfect Cell's Barrage Death Beam uses a different camera angle, and its SFX are taken from DBZBT2.
  957. The Blast 2's name is also missing.
  958. * Perfect Cell's Perfect Barrier uses different SFX.
  959. * Cell (Perfect) uses a placeholder post-transformation animation and camera angle.
  960. * Cell (Perfect)'s entrance animation is the same as Perfect Cell's.
  961. * Cell (Perfect)'s victory animation is missing its secondary animation, so the game just loops the first one.
  962. * Cell (Perfect)'s ki-charging animation is taken from DBZBT2.
  963. * Cell (Perfect)'s aura is white, yet his aura charge is that of a Super Saiyan.
  964. * Cell (Perfect)'s fully charged Ki Blasts are different.
  965. * Cell (Perfect) cannot teleport in MAX POWER Mode.
  966. * Cell (Perfect)'s Instantaneous Transmission costs 2 Blast Stocks instead of 3.
  967. * Cell (Perfect)'s Full Power Death Beam uses a placeholder camera angle, and its SFX and voice lines are taken from Perfect Cell.
  968. * Cell (Perfect)'s Perfect Combination is unfinished. Its name is missing, and its cost has been lowered by 1 ki bar.
  969. Said Blast 2's SFX are taken from Perfect Cell's Barrage Death Beam, and it only uses one voice line, which is played during the charging sequence.
  970. In addition, its parameters have been altered, so that you can move freely during the rush.
  971. * Cell (Perfect)'s Solar Kamehameha costs 4 ki bars instead of 5, and it also uses different SFX, VFX and voice lines.
  972. * Cell Jr uses both Heavy Finish patterns.
  973. * Cell Jr can only hold up to 3 Blast Stocks per match.
  974. * Cell Jr's Special Beam Cannon costs 2 ki bars instead of 4.
  975. * Cell Jr's High Speed Rush costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  976. Unfortunately for the rush cutscene, its camera work isn't quite done yet.
  977. * Babidi's throw uses a different camera angle.
  978. * Babidi's Ki Blasts are bigger in size.
  979. * Babidi's Pui Pui Nice Shot only does 1 hit, and its ending is slightly different.
  980. * Babidi's Yakon is Next! uses a different secondary voice line.
  981. * Babidi's "Babidi's Ultimate Power" uses a different name (Babidi's Psycho Power), and its SFX have been changed.
  982. * Demon King Dabura's aura is a villainous purple, yet his aura charge is red.
  983. * Demon King Dabura uses both Heavy Finish patterns.
  984. * Demon King Dabura uses a different Kiai Cannon pattern.
  985. * Demon King Dabura's Evil Impulse uses a slightly different camera angle, and it costs 3 ki bars instead of 2.
  986. * Demon King Dabura's Darkness Sword Attack uses slightly differernt VFX.
  987. * Majin Buu can only have up to 3 Blast Stocks at once.
  988. * Majin Buu uses both Heavy Finish patterns.
  989. * Majin Buu's Kaikosen uses different VFX.
  990. * Majin Buu's Blast 1's cost 2 Blast Stocks each, and they don't grant any stats.
  991. * Majin Buu's Flame Shower Breath costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  992. * Majin Buu's Super Kamehameha uses the wrong animations, taken from DBZBT2 Majin Buu's Chocolate Beam.
  993. * Evil Buu can only have up to 3 Blast Stocks at once.
  994. * Evil Buu uses both Heavy Finish patterns.
  995. * Evil Buu's aura is pink, even though his aura charge is red.
  996. * Evil Buu's Kaikosen uses different VFX.
  997. * Evil Buu's Mystic Breath costs 2 Blast Stocks instead of 1, and its VFX are also a bit different.
  998. * Evil Buu's Super Explosive Wave uses different camera angles and VFX.
  999. * Super Buu's entrance animation is taken from DBZBT2.
  1000. * Super Buu uses a different Kiai Cannon pattern.
  1001. * Super Buu's Vice Shout uses the wrong SFX.
  1002. * Super Buu's Rebirth is unfinished.
  1003. - It costs 2 Blast Stocks instead of 4.
  1004. - It's missing its name and VFX.
  1005. - The SFX and voice lines used are likely taken from a random Blast 2.
  1006. * Super Buu's Genocide Blast uses a placeholder camera angle, and slightly different VFX.
  1007. * Super Buu's Chocolate Beam is taken from DBZBT2, however the camera angles & the chocolate object for the rush cutscene are missing.
  1008. * Super Buu's Revenge Death Bomber costs 4 ki bars instead of 5, and it uses different camera angles too.
  1009. The parameters have been altered, so that the attack won't take away any of your HP.
  1010. * Super Buu's transformations cost 1 Blast Stock each, and use placeholder camera angles and VFX.
  1011. * Super Buu (Gotenks Absorbed)'s transformation uses placeholder camera angles and VFX.
  1012. * Super Buu (Gotenks Absorbed)'s post-transformation sequence uses a placeholder camera angle.
  1013. * Super Buu (Gotenks Absorbed) uses a different Kiai Cannon pattern.
  1014. * Super Buu (Gotenks Absorbed)'s charged Ki Blasts are different.
  1015. * Super Buu (Gotenks Absorbed)'s Rebirth shares the same characteristics as Super Buu's Rebirth.
  1016. * Super Buu (Gotenks Absorbed)'s Galactic Donuts uses a different camera angle, and because its VFX are different, the Blast 2 won't hit the opponent no matter what. It also costs 2 ki bars instead of 3.
  1017. * Super Buu (Gotenks Absorbed)'s Special Beam Cannon costs 2 ki bars instead of 4.
  1018. * Super Buu (Gotenks Absorbed)'s Super Kamehameha uses different camera angles and animations for its charging sequence, and the Ultimate Blast's VFX are very different.
  1019. * Super Buu (Gohan Absorbed)'s post-transformation uses a placeholder camera angle.
  1020. * Super Buu (Gohan Absorbed)'s Chocolate Beam is also taken from DBZBT2, however the camera angles & the chocolate object for the rush cutscene are missing.
  1021. * Super Buu (Gohan Absorbed)'s Super Ghost Kamikaze Attack uses different camera angles for its charging sequence, and it's missing both the ghosts and their respective VFX.
  1022. * Kid Buu's entrance animation is slightly different.
  1023. * Kid Buu's Blast 1's cost 2 Blast Stocks each.
  1024. * Kid Buu's Sleep uses different SFX, and it does absolutely nothing.
  1025. * Kid Buu's Planet Burst uses slightly different VFX.
  1026. * Garlic Jr. uses a different Heavy Finish pattern.
  1027. * Garlic Jr's Ki Blasts are way bigger in size.
  1028. * Garlic Jr's Darkness Eye Beam uses a placeholder camera angle.
  1029. * Garlic Jr's High Speed Rush costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  1030. Like the case with the previous High Speed Rushes, the rush cutscene obviously lacks camera work.
  1031. * Garlic Jr's Full Power Energy Ball uses different camera angles.
  1032. * Garlic Jr's transformation costs 1 Blast Stock instead of 2, and it uses placeholder camera angles and VFX.
  1033. * Super Garlic Jr's post-transformation uses a placeholder camera angle.
  1034. * Super Garlic Jr's throw uses a different camera angle.
  1035. * Super Garlic Jr's Right Smash Attack deals 3 hits instead of just 1, which results in a broken Rolling Hurricane.
  1036. * Super Garlic Jr's Sealed Light Beam doesn't have a name yet.
  1037. * Super Garlic Jr's Makyo Star does absolutely nothing.
  1038. * Super Garlic Jr's Death Impact costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  1039. * Super Garlic Jr's Darkness Illusion is taken from DBZBT2, however it uses the wrong parameters.
  1040. - The Blast 2 costs 2 ki bars instead of 4.
  1041. - It uses different camera angles for its charging sequence.
  1042. - The second part of the rush cutscene is repeated twice, and after the rush, the opponent clips through the ground, making it impossible to hit them.
  1043. * Super Garlic Jr's Dead Zone costs 4 ki bars instead of 5, and its VFX are different.
  1044. * Dr. Wheelo is lacking voice lines, both ADX and VAG.
  1045. - Because of this, his Blast 1's and Blast 2's are lacking sound effects.
  1046. * Dr. Wheelo can only hold up to 3 Blast Stocks per match.
  1047. * Dr. Wheelo uses both Heavy Finish patterns.
  1048. * Dr. Wheelo isn't immune from throws, Ki Blasts and Melee Attacks.
  1049. * Dr. Wheelo's victory animation uses the wrong camera angle.
  1050. * Dr. Wheelo's Blaster Wave animations are slightly different.
  1051. * Dr. Wheelo's Lift Strike animations are taken from another Giant.
  1052. * Dr. Wheelo's aura is purple, not red like in the final.
  1053. * Besides Full Power, all of Dr. Wheelo's Special Attacks are missing names.
  1054. * Dr. Wheelo's Photon Strike costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  1055. * Dr. Wheelo's Gigantic Bomber costs 2 ki bars instead of 4, and it uses a different camera angle.
  1056. Not only that, but its parameters have also been altered, so that it acts like a 1-part rush.
  1057. * Dr. Wheelo's Planet Geyser costs 4 ki bars instead of 5, and it uses different camera angles.
  1058. * Turles's aura is different, similar to the one Super Garlic Jr. uses.
  1059. * Turles can only hold up to 3 Blast Stocks per match.
  1060. * Turles's "Fruit of the Tree of Might" Blast 1 doesn't boost any stats, althought it does grant access to MAX POWER Mode.
  1061. * Turles's Kill Driver costs 2 ki bars instead of 3, and it uses a static camera angle.
  1062. * Turles's Full Power Energy Barrage Wave costs 2 ki bars instead of 3, and it uses a different camera angle.
  1063. * Turles's Meteor Burst costs 4 ki bars instead of 5, and it uses different camera angles and animations for its charging sequence.
  1064. Surprisingly, the rush cutscene feels pretty swift and hectic, almost like an abridged version of itself.
  1065. However, the VFX & camera work don't make up for the awesomeness of the rush.
  1066. * Turles's transformation uses a placeholder camera angle.
  1067. * Great Ape Turles's post-transformation uses a placeholder camera angle.
  1068. * Great Ape Turles's aura is different, similar to the one Super Garlic Jr. uses.
  1069. * Great Ape Turles uses both Heavy Finish patterns.
  1070. * Great Ape Turles's Howl doesn't boost Attack and lower Defense.
  1071. * Great Ape Turles's Chou Makouhou costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  1072. * Great Ape Turles's Chou Makouhou Barrage costs 2 ki bars instead of 3, and it uses a different camera angle.
  1073. * Great Ape Turles's Chou Makousen uses different camera angles.
  1074. * Slug uses both Heavy Finish patterns.
  1075. * Slug's Finger Beam uses a different camera angle, and it stuns the opponent differently.
  1076. * Slug's Darkness Eye Beam costs 2 ki bars instead of 3, and it uses different camera angles and SFX.
  1077. * Slug's transformation costs 1 Blast Stock instead of 3, and it uses placeholder camera angles and VFX.
  1078. * Slug (Giant) uses a placeholder post-transformation camera angle.
  1079. * Slug (Giant)'s entrance animation is missing its second part, so the game repeats the first one until he's done saying his pre-battle quote.
  1080. * Slug (Giant)'s Ki Blasts are smaller in size.
  1081. * Slug (Giant)'s secondary Smash Attack animation is oddly different.
  1082. * Slug (Giant)'s Pump Up uses different SFX and no stats.
  1083. * Slug (Giant)'s Darkness Eye Beam costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  1084. * Slug (Giant)'s Super Explosive Wave costs 2 ki bars instead of 4, and it uses different VFX. Its camera angle is also different.
  1085. * Slug (Giant)'s Darkness Blaster uses different camera angles for its charging sequence, but the wrong animations.
  1086. * Salza uses both Heavy Finish patterns.
  1087. * Salza's charged Ki Blasts are different.
  1088. * Salza can only have up to 3 Blast Stocks at once.
  1089. * Salza's Finish Sign uses different VFX and no stats.
  1090. * Salza's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  1091. Its animations and VFX are also different.
  1092. * Salza's Scatter Finger Beam uses a different camera angle.
  1093. * Salza's Salza Blade Rush costs 4 ki bars instead of 5, and it uses different camera angles for its charging sequence.
  1094. The rush cutscene is also missing some of its SFX.
  1095. * Cooler uses both Heavy Finish patterns.
  1096. * Cooler's aura is white, not purple like in the final.
  1097. * Cooler's Ki Blasts are different, including charged Ki Blasts.
  1098. * Cooler's Psychokinesis costs 2 Blast Stocks instead of 1. Its SFX are also a bit different.
  1099. * Cooler's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  1100. * Cooler's Darkness Eye Beam uses a different camera angle.
  1101. * Cooler's transformation uses placeholder animations, camera angles and VFX. It also costs 1 Blast Stock instead of the usual 2.
  1102. * Cooler (Final Form)'s post-transformation uses a placeholder animation and camera angle.
  1103. * Cooler (Final Form)'s ki-charging animation is different.
  1104. In fact, the first part of the ki-charging sequence uses the wrong animation, which makes Cooler T-Pose.
  1105. His tail's also erect during said pose. Meanwhile, the 2nd part works just fine and is obviously taken from DBZBT2.
  1106. * Cooler (Final Form)'s charged Ki Blasts are different.
  1107. * Cooler (Final Form)'s Psychokinesis uses different SFX.
  1108. * Cooler (Final Form)'s Death Beam uses a slightly different camera angle.
  1109. * Cooler (Final Form)'s Death Chaser costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  1110. The rush cutscene is taken from DBZBT2.
  1111. * Cooler (Final Form)'s Supernova costs 4 ki bars instead of 5, and it uses different camera angles for its charging sequence.
  1112. Its parameters are also different, so that it cannot blow up the planet.
  1113. * Meta-Cooler cannot teleport in MAX POWER Mode.
  1114. * Meta-Cooler's aura is white, not purple like in the final.
  1115. * Meta-Cooler can only have up to 3 Blast Stocks at once.
  1116. * Meta-Cooler's Instantaneous Transmission costs 2 Blast Stocks instead of 3.
  1117. * Meta-Cooler's Rebirth costs 2 Blast Stocks instead of 4, and it uses different SFX and no stats.
  1118. Like the case with many unfinished Blast 1's, Rebirth doesn't have a name yet.
  1119. * Meta-Cooler's Lock-On Buster costs 2 ki bars instead of 4.
  1120. * Meta-Cooler's Supernova costs 4 ki bars instead of 5, and it uses slightly different VFX.
  1121. * Android #13 uses both Heavy Finish patterns.
  1122. * Android #13's Hi-Tension does absolutely nothing.
  1123. * Android #13's Silent Assassin 13 may or may not be unblockable.
  1124. * Android #13's transformation costs 1 Blast Stock instead of 2, and it uses different VFX.
  1125. * Android #13 (Fusion) uses a slightly different post-transformation camera angle.
  1126. * Android #13 (Fusion)'s entrance animation is taken from DBZBT2.
  1127. * Android #13 (Fusion) uses a different ki-charging animation.
  1128. * Android #13 (Fusion)'s aura is white, and not red like in the final.
  1129. * Android #13 (Fusion)'s Pump Up uses the right SFX, however it's still missing its stats.
  1130. * Android #13 (Fusion)'s S.S. Deadly Bomber does 7 hits instead of the usual 6.
  1131. * Android #13 (Fusion)'s S.S. Deadly Hammer uses different animations for its charging cutscene, and it behaves like a normal rush.
  1132. * Broly's ki-charging animation is taken from DBZBT2.
  1133. * Broly can only have up to 3 Blast Stocks at once.
  1134. * Broly's Kakarot costs 3 Blast Stocks instead of 2.
  1135. * Broly's Bloody Smash uses a slightly different ending.
  1136. * Both of Broly's transformations cost 1 Blast Stock and use different VFX.
  1137. * Super Saiyan Broly's entrance animation is taken from DBZBT2.
  1138. * Super Saiyan Broly's ki-charging animation is also taken from DBZBT2.
  1139. * Super Saiyan Broly's aura is the same as his base form's.
  1140. * Super Saiyan Broly's Blast 1's don't boost any stats.
  1141. * Super Saiyan Broly's Kakarot costs 3 Blast Stocks instead of 2.
  1142. * Super Saiyan Broly's Super Explosive Wave uses slightly different VFX.
  1143. * Super Saiyan Broly's transformation costs 1 Blast Stock instead of 2, and its VFX are different from the previous, much like the camera angles used.
  1144. * Legendary Super Saiyan Broly's ki-charging animation is different.
  1145. * Legendary Super Saiyan Broly's aura is the same as his base form's.
  1146. * Legendary Super Saiyan Broly's Gigantic Hammer costs 3 ki bars instead of 4, and the animations for the charging sequence are different.
  1147. The parameters are different, too: that way, the Blast 2 can behave like a normal rush.
  1148. * Legendary Super Saiyan Broly's Omega Blaster uses different VFX and parameters, so that it behaves like a normal Ultimate Blast.
  1149. * Zangya uses both Heavy Finish patterns.
  1150. * Zangya uses a different Kiai Cannon pattern.
  1151. * Zangya's Ki Blasts are different.
  1152. * Zangya's charged Ki Blasts are bigger in size.
  1153. * Zangya's Psycho Thread costs 2 Blast Stocks instead of 1, and it doesn't have a name yet.
  1154. * Zangya's Shoot Blaster costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  1155. * Zangya's Trap Shooter uses a different camera angle.
  1156. * Zangya's Sky Zapper costs 4 ki bars instead of 5, and it uses different camera angles for its charging sequence (and rush cutscene of course, but the changes aren't nearly as noticeable).
  1157. * Bojack uses both Heavy Finish patterns.
  1158. * Bojack's transformation costs 1 Blast Stock instead of 2, and it uses slightly different camera angles and placeholder VFX.
  1159. * Bojack (Full Power)'s post-transformation uses a slightly different camera angle.
  1160. * Bojack (Full Power) uses both Heavy Finish patterns.
  1161. * Bojack (Full Power) uses a different ki-charging animation.
  1162. * Bojack (Full Power)'s aura is white, not red like in the final.
  1163. * Bojack (Full Power) can only hold up to 3 Blast Stocks per match.
  1164. * Bojack (Full Power)'s Pump Up does absolutely nothing.
  1165. * Janemba uses both Heavy Finish patterns.
  1166. * Janemba can only hold up to 3 Blast Stocks per match.
  1167. * Janemba's Chou Makohou costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  1168. * Janemba's Rapid Cannon costs 2 ki bars instead of 3, and it uses a slightly different camera angle.
  1169. * Janemba's transformation costs 1 Blast Stock, and it uses placeholder camera angles and VFX.
  1170. * Janemba's Illusion Smash costs 4 ki bars instead of 5, and it uses different camera angles for its charging sequence.
  1171. * Super Janemba's post-transformation uses a placeholder camera angle.
  1172. * Super Janemba uses a different Kiai Cannon pattern.
  1173. * Super Janemba's Mystic Breath costs 2 Blast Stocks instead of 1.
  1174. * Super Janemba's Instantaneous Transmission costs 2 Blast Stocks instead of 3.
  1175. * Super Janemba's Chou Makohou costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  1176. * Super Janemba's Lighting Shower Rain costs 2 ki bars instead of 3, and it uses a different camera angle.
  1177. Its VFX are also unfinished, which is why the Blast 2 never hits.
  1178. * Super Janemba's Dimension Attack is taken from DBZBT2, but it uses the wrong parameters: only the first part of the rush cutscene will play.
  1179. It also costs 4 ki bars instead of 5 like in the final.
  1180. * Hirudegarn uses both Heavy Finish patterns.
  1181. * Hirudegarn's aura is pink, not red like in the final.
  1182. * Hirudegarn's Dark Eyes costs 2 Blast Stocks instead of 1.
  1183. * Hirudegarn's Chou Makousen costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  1184. * Hirudegarn's Super Explosive Wave costs 2 ki bars instead of 4, and it uses a different camera angle.
  1185. * Baby Vegeta's entrance animation is taken from DBZBT2.
  1186. * Baby Vegeta uses a different Kiai Cannon pattern.
  1187. * Baby Vegeta's aura is white, even though his aura charge is clearly yellow.
  1188. * Baby Vegeta's throw doesn't play the Kiai Cannon SFX, and its animations are kinda broken.
  1189. * Baby Vegeta's Hi-Tension does absolutely nothing.
  1190. * Baby Vegeta's Galick Gun costs 2 ki bars instead of 3, and it uses a different camera angle.
  1191. * Baby Vegeta's Finger Blitz Barrage uses a different camera angle.
  1192. * Baby Vegeta's Final Flash uses different camera angles.
  1193. * Baby Vegeta's Absorb Saiyan Power transformation costs 1 Blast Stock instead of 2, and it uses placeholder camera angles and VFX.
  1194. * Super Baby 1's transformation uses placeholder camera angles and VFX.
  1195. * Super Baby 1's post-transformation uses a placeholder camera angle.
  1196. * Super Baby 1's entrance animation is the same as Baby Vegeta's.
  1197. * Super Baby 1's aura is white, yet his aura charge is yellow.
  1198. * Super Baby 1 cannot teleport in MAX POWER Mode.
  1199. * Super Baby 1's Hi-Tension does absolutely nothing.
  1200. * Super Baby 1's Galick Gun costs 2 ki bars instead of 3, and it uses yet another different camera angle.
  1201. * Super Baby 1's Finger Blitz Barrage uses a different camera angle.
  1202. * Super Baby 1's Final Flash uses different camera angles.
  1203. * Super Baby 2's transformation uses placeholder camera angles, but it lacks VFX.
  1204. * Super Baby 2's post-transformation uses a placeholder camera angle.
  1205. * Super Baby 2's aura is white, yet his aura charge is yellow.
  1206. * Super Baby 2 cannot teleport in MAX POWER Mode.
  1207. * Super Baby 2's Full Power uses different SFX.
  1208. * Super Baby 2's Final Flash costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  1209. * Super Baby 2's Full Power Energy Blast Volley costs 2 ki bars instead of 3, and it uses a different camera angle.
  1210. * Super Baby 2's Revenge Death Ball costs 4 ki bars instead of 5, and it uses different camera angles.
  1211. * Great Ape Baby's Ki Blasts are smaller in size.
  1212. * Great Ape Baby uses both Heavy Finish patterns.
  1213. * Great Ape Baby's aura is white, yet his aura charge is like that of a Super Saiyan's.
  1214. * Great Ape Baby's Howl doesn't boost Attack or lower Defense.
  1215. * Great Ape Baby's Super Galick Gun uses a different name (Super Garlic Gun), and it costs 2 ki bars instead of 3. It also uses a placeholder camera angle.
  1216. * Great Ape Baby's Gigantic Flame costs 2 ki bars instead of 3, and it uses a different camera angle.
  1217. * Great Ape Baby's Revenge Death Ball Final costs 4 ki bars instead of 5, and it uses different camera angles. Its SFX are taken from Super Baby 2's Revenge Death Ball.
  1218. * Super 17's aura is white, not red like in the final.
  1219. * Super 17's Ki Blasts are slightly smaller in size.
  1220. * Super 17's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  1221. * Super 17's Hell's Storm costs 2 ki bars instead of 4, and it uses a different camera angle. Its projectiles don't actually follow the opponent after they dash away from the Blast 2.
  1222. * Super 17's Shocking Death costs 4 ki bars instead of 5, and it uses different camera angles and VFX.
  1223. * Nuova Shenron is lacking voice lines, both ADX and VAG.
  1224. - Because of this, his Blast 1's and Blast 2's are lacking sound effects.
  1225. - Besides Instantaneous Transmission and Explosive Wave, all of his Special Attacks don't have any names. Only zeroes.
  1226. * Nuova Shenron uses both Heavy Finish patterns.
  1227. * Nuova Shenron's Instantaneous Transformation costs 2 Blast Stock instead of 3.
  1228. * Nuova Shenron's Burst Attack is almost finished, although it costs 2 ki bars instead of 3.
  1229. * Nuova Shenron's Burning Tornado costs 2 ki bars instead of 4, and some of its animations are different.
  1230. * Nuova Shenron's Burning Meteor uses different camera angles and generally worse hit detection. Sometimes, none of the Blasts will hit you or the opponent.
  1231. * Syn Shenron's entrance is animation is the same as Omega Shenron's.
  1232. * Syn Shenron's aura is white, not purple like in the final.
  1233. * Syn Shenron's ki-charging animation is different.
  1234. * Syn Shenron's throw uses a different camera angle. The throw also hits you more slowly.
  1235. * Syn Shenron's Explosive Wave uses slightly different VFX, and it has worse hit detection.
  1236. * Syn Shenron's Mystic Breath uses slightly different VFX.
  1237. * Syn Shenron's Trap Shooter uses a placeholder camera angle.
  1238. * Syn Shenron's Blazing Storm costs 2 ki bars instead of 4, and it uses a different camera angle. It also uses different VFX.
  1239. * Syn Shenron's Gigantic Blaze uses different camera angles and VFX. It also uses the same voice line twice.
  1240. * Syn Shenron's transformation costs 1 Blast Stock instead of 2, and it uses placeholder camera angles and VFX.
  1241. * Omega Shenron's post-transformation uses a placeholder camera angle.
  1242. * Omega Shenron's throw uses a different camera angle. The throw also hits you more slowly.
  1243. * Omega Shenron's Gigantic Blaze costs 2 ki bars instead of 4, and it uses a placeholder camera angle. Its VFX are completely different, too.
  1244. * Omega Shenron's Dragon Thunder costs 2 ki bars instead of 4, and its voice lines play during different parts of the rush cutscene.
  1245. In fact, the VFX are a bit different, too.
  1246. * Omega Shenron's Minus Energy Power Ball costs 4 ki bars instead of 5, and its VFX are slightly different.
  1247. * General Tao uses a different aura.
  1248. * General Tao uses both Heavy Finish patterns.
  1249. * General Tao uses a different Kiai Cannon pattern.
  1250. * General Tao's False Courage costs 2 Blast Stocks instead of 1, and it doesn't grant any stats. Its SFX are also different.
  1251. * General Tao's Dodon Ray uses a placeholder camera angle, and it stuns the opponent differently.
  1252. * General Tao's Crane Style Assassin Strike costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  1253. Its parameters are also different, as it will only play the 1st part of the rush cutscene.
  1254. Thankfully, the camera work is also finished, however it's lacking screen shake for each hit.
  1255. * General Tao's Ultimate Final Plan costs 4 ki bars instead of 5, and it uses different camera angles for its charging sequence. The grenade object used for the rush cutscene is also missing.
  1256. * Cyborg Tao uses a different aura.
  1257. * Cyborg Tao uses both Heavy Finish patterns.
  1258. * Cyborg Tao's False Courage uses different SFX and no stats.
  1259. * Cyborg Tao's Dodon Ray uses a placeholder camera angle, and it stuns the opponent differently.
  1260. * Cyborg Tao's Hidden Blade costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence. Its rush cutscene is also taken from DBZBT2.
  1261. * Cyborg Tao's Super Dodon Wave costs 4 ki bars instead of 5, and it uses different camera angles.
  1262. Its VFX are also a bit different, and so are its animations, which is why Tao doesn't pull his hand out when charging the attack.
  1263. * General Blue is lacking voice lines, both ADX and VAG.
  1264. - Because of this, his Blast 1's and Blast 2's are lacking sound effects.
  1265. - Besides Telekinesis, all of his Special Attacks aren't properly named.
  1266. * General Blue can apparently fly.
  1267. * General Blue can actually fire Ki Blasts, although he can only fire one at a time (or three, after he's pressed R1).
  1268. * General Blue can only have up to 3 Blast Stocks at once.
  1269. * General Blue's entrance and victory animation use different camera angles.
  1270. * General Blue's Telekinesis lacks VFX.
  1271. * General Blue's "I'm The Worst!" Blast 1 uses different VFX.
  1272. * General Blue's "Skewer!" Blast 2 costs 2 ki bars instead of 4, and its camera angle is different. The Blast 2 in question is also missing VFX.
  1273. * Devilman is lacking voice lines, both ADX and VAG.
  1274. - Because of this, his Blast 1's and Blast 2's are lacking sound effects.
  1275. - Besides Kaikosen and False Courage, all of his Special Attacks don't have any names.
  1276. * Devilman's entrance and victory animations use different camera angles.
  1277. * Devilman uses both Heavy Finish patterns.
  1278. * Devilman's throw uses different camera angles and animations. You can tell, because the ending is different.
  1279. * Devilman's Fork Attack uses a placeholder camera angle.
  1280. * Devilman's Demon Fork Rush costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  1281. The rush cutscene on the other hand is lacking camera work, despite using the correct parameters.
  1282. * Devilman's Devilmite Beam costs 4 ki bars instead of 5, and its parameters are a bit different, so that pure-evil characters do not get insta-killed.
  1283. * Pilaf Machine can only hold up to 3 Blast Stocks per match.
  1284. * Pilaf Machine's False Courage uses different SFX and no stats.
  1285. * Pilaf Machine's Gigantic Rock Throw costs 2 ki bars instead of 3, and it uses a placeholder camera angle for its charging sequence.
  1286. * Pilaf Machine's Rolling Smash costs 2 ki bars instead of 4, and it uses a different camera angle. It also stuns the opponent differently.
  1287. * Pilaf Machine's Great Pilaf Operation costs 2 ki bars instead of 4, and it uses different camera angles for its charging sequence.
  1288. The Ultimate Blast in question uses incorrect parameters, as it will only play the first part of the rush cutscene.
  1289. * Pilaf Machine's transformation costs 1 Blast Stock, and not only does it use placeholder camera angles, it also uses a different transformation type (which is why VFX are present).
  1290. * Pilaf Machine (Fusion)'s transformation uses a placeholder camera angle.
  1291. * Pilaf Machine (Fusion) uses both Heavy Finish patterns.
  1292. * Pilaf Machine (Fusion)'s Ki Blasts are the same as Pilaf Machine's.
  1293. * Pilaf Machine (Fusion)'s False Courage uses different SFX and no stats.
  1294. * Pilaf Machine (Fusion)'s Double Buster costs 2 ki bars instead of 3, and it uses a placeholder camera angle for its charging sequence.
  1295. Its VFX are also different, which is why the Blast 2 never hits.
  1296. * Pilaf Machine (Fusion)'s Gatling Gun costs 2 ki bars instead of 4, and it uses a different camera angle for its charging sequence.
  1297. Much like the previous Blast 2, it will never hit, despite maintaining the same VFX.
  1298. * Pilaf Machine (Fusion)'s "Launch Missiles!" Ultimate Blast uses different camera angles.
  1299. * Tambourine is lacking voice lines, both ADX and VAG.
  1300. - Because of this, his Blast 1's and Blast 2's are lacking sound effects.
  1301. * Tambourine uses a different model, which is why he's no longer smiling.
  1302. * Tambourine's throw uses a different camera angle.
  1303. * Tambourine's Mystic Breath costs 2 Blast Stocks instead of 1.
  1304. * Tambourine's Chou Makouhou costs 2 ki bars instead of 3, and it doesn't load any extra faces.
  1305. * Tamboruine's Super Marengeki costs 4 ki bars instead of 5, and its name is missing.
  1306. * At some point during his victory animation (preferably the 1st part), Tambourine becomes invisible for less than a second and then comes back anyway.
  1307. * Demon King Piccolo's aura is white, not yellow like in the final.
  1308. * Demon King Piccolo's throw is different. It's taken from Piccolo (End).
  1309. * Demon King Piccolo's Kaikosen uses slightly different VFX.
  1310. * Demon King Piccolo's Full Power uses different SFX.
  1311. * Demon King Piccolo's Soumasen uses a placeholder camera angle.
  1312. * Demon King Piccolo's "Your name is Drum" Blast 2 costs 2 ki bars instead of 3, and it uses a different camera angle.
  1313. Also, during the rush cutscene, Demon King Piccolo does not open his mouth when he's about to spit out the egg.
  1314. * Demon King Piccolo's Explosive Demon Wave uses different camera angles.
  1315. * Arale can fly and even fire Ki Blasts while she's at it.
  1316. * Arale's throw uses a slightly glitchy grab animation.
  1317. * Arale's Blast 2's are lacking names and SFX.
  1318. * Arale's Blast 1's are also lacking names, however they use different SFX and no stats.
  1319. * Arale's "Woohoo!" Blast 2 costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  1320. * Arale's "Ping!" costs 2 ki bars instead of 4, and it stuns the opponent differently. Its VFX are also a bit different.
  1321. * Arale's "Playing Pro Wrestling!" costs 4 ki bars instead of 5, and some of its VFX are missing.
  1322. In fact, it's also missing one more voice line.
  1323. * Chi-Chi is lacking voice lines, both ADX and VAG.
  1324. - Because of this, her Blast 1's and Blast 2's are lacking sound effects.
  1325. - If anything, all of her Special Attacks are nameless.
  1326. * Chi-Chi is also missing her 2nd costume.
  1327. * Chi-Chi can apparently fly.
  1328. * Chi-Chi's Ki Blasts are completely different.
  1329. * Chi-Chi uses a different Kiai Cannon pattern.
  1330. * Chi-Chi uses both Heavy Finish patterns.
  1331. * Chi-Chi's Blast 1's use different VFX.
  1332. * Chi-Chi's "Stay Away From Me!" Blast 2 costs 2 ki bars instead of 3.
  1333. * Chi-Chi's "Save Goku!" costs 4 ki bars instead of 5, and its VFX are quite different, which is why she fires a larger beam.
  1334. To compensate for the lack of SFX, her boomerang makes the same sounds as a regular sword.
  1335. * Spopovitch uses different camera angles for his throw, similar to the ones Super Vegito uses in the final version.
  1336. * Spopovitch's Mad Minion Energy costs 2 Blast Stocks instead of 1, and it does absolutely nothing. Its name is also different (Low Class Warrior Power).
  1337. * Spopovitch's Mad Warrior uses a different name (Berserker), and it doesn't seem to boost Defense.
  1338. * Spopovitch's Berserker Crash costs 2 ki bars instead of 4, and it stuns the opponent differently.
  1339. Oddly enough, its name is also different (Berserker Crush).
  1340. * Spopovitch's Mad Banquet uses a different name (Berserker Carnival).
  1341. * Spopovitch's Majin Buu Resurrection uses a different name (Majin Buu Resurrection Plan), and it uses thrice as many hits (from 6 hits to 18).
  1342. * Future Gohan is lacking voice lines, both ADX and VAG.
  1343. - Because of this, his Blast 1's and Blast 2's are lacking sound effects.
  1344. * Future Gohan uses a different Kiai Cannon pattern.
  1345. * Future Gohan uses both Heavy Finish patterns.
  1346. * Future Gohan's Ki Blasts are different.
  1347. * Future Gohan's Full Power Charge costs 2 Blast Stocks instead of 1.
  1348. * Future Gohan's Masenko costs 2 ki bars instead of 3, and it uses a slightly different camera angle. Its VFX are also different.
  1349. * Future Gohan's Super Explosive Wave costs 2 ki bars instead of 4.
  1350. * Future Gohan's Super Kamehameha does 4 hits instead of 6.
  1351. * Future Gohan's transformation uses a different camera angle.
  1352. * Super Saiyan Future Gohan's throw is taken from his base form.
  1353. * Super Saiyan Future Gohan's Blaster Wave is broken.
  1354. * Super Saiyan Future Gohan's Rush Ki Wave uses a different combo.
  1355. * Super Saiyan Future Gohan's Gekiretsu Madan uses completely different VFX.
  1356. * Super Saiyan Future Gohan's Special Beam Cannon costs 2 ki bars instead of 4.
  1357. * Super Saiyan Future Gohan's Gekiretsu Ranbu costs 4 ki bars instead of 5, and its animations are a bit different.
  1358. - Throughout the whole rush, his Super Saiyan Aura charge is not shown, even during the first part (after he kicks his opponent),
  1359. in which it's supposed to be shown, as he's dashing towards his opponent.
  1360. - When he's about to charge the 2nd kick, his opponent's position is set to be at the center of the map, which is why they can be seen just below Gohan.
  1361. - No extra faces are used after Future Gohan grabs his opponent.
  1362. - After he has fired his One-Handed Kamehameha, the game forgets to play the ADX file that's also used for Beam Struggles. This sound is used for a lot of Ultimate Blast Rushes.
  1363.  
  1364. Map Differences:
  1365. - When imported to the final version:
  1366. * Wasteland - Noon's model is taken from DBZBT2.
  1367. * Wasteland - Evening uses slightly different textures. The tree objects are also different.
  1368. * Wasteland - Night uses slightly different textures, and a much darker skybox. The tree objects are also different.
  1369. * Rocky Area - Noon uses different shading.
  1370. * Rocky Area - Evening uses different shading.
  1371. * Rocky Area - Night uses different textures for the skybox and moon object. The camera angles also transition a bit differently.
  1372. * City Ruins - Noon and City Ruins - Evening crash the game upon being loaded.
  1373. * "Islands" uses darker, yet sharper textures (likely taken from DBZBT2), and a different 2nd camera angle for the intro.
  1374. * Cell Game - Noon and Cell Games Arena - Evening crash the game upon being loaded.
  1375. * Glacier uses different textures.
  1376. * King's Castle and Mount Paozu crash the game upon being loaded.
  1377. * Muscle Tower uses slightly brighter textures. Instead of the snow texture, it uses some sort of cloud/fog texture.
  1378. If anything, the barrier texture is missing too.
  1379. * Kame House's barrier texture is missing.
  1380. * Penguin Village has a few small differences:
  1381. - The smiling sun texture for the skybox is missing.
  1382. - One of the houses (the one shown in the intro's 3rd camera angle) uses different fences.
  1383. * Kami's Lookout uses different tree and grass textures. The barrier texture is also missing.
  1384. * Hell uses a different intro, and its textures are slightly different, the most evident being the skybox.
  1385. Like the case with some of these unfinished maps, the barrier texture is also missing.
  1386. * Planet Namek and Dying Namek crash the game upon being loaded.
  1387. * World Tournament Stage - Noon and World Tournament Stage - Evening use slightly different textures and shading.
  1388.  
  1389. Other Differences:
  1390. * Blast Combos are disabled.
  1391. * Beam Struggles are disabled.
  1392. * Taunts are disabled, and their animations are left unused.
  1393. * Only 2 transformation effects/auras are used in the prototype: the placeholder blue aura, and the Super Saiyan aura.
  1394. * Since map destruction is still enabled, you can blow up the planet in just about every map in the primary roster (consisting of 5 maps).
  1395. However, Ruined Earth (the map the game normally transitions to after a map destruction sequence) is not included.
  1396. * When the opponent is stunned by a Destructo Disc (the Ki Blast type, not the Blast 2 itself), they won't fall down to the ground.
  1397. * Fully charged Jump Smashes stun the opponent differently.
  1398. * Those who have Rolling Hurricane in their Skill List also have Power Press (and viceversa), both of which are Rolling Hammer Signature Techniques.
  1399. * The Solar Flare Blast 1 doesn't stun the opponent, even if they're in front of you. You can tell because the opponent won't lose his Lock-On (or Z-Search), so the Blast 1 is rendered useless.
  1400. * Every instance of Afterimage Strike is referred to as After Image Strike.
  1401. * Every Power up to the Very Limit uses drastically different VFX, and aside from granting access to MAX POWER Mode, it doesn't increase your stats at all.
  1402. * Every single Kamehameha and variation of it (e.g. Super Kamehameha, 10x Kamehameha), excluding Ultimate Attacks and 20x Kaio-ken Kamehameha, costs 2 ki bars, as opposed to 3.
  1403. * Every Galick Gun in the game costs 2 ki bars, and uses different VFX.
  1404. * Every False Courage Blast 1 uses the wrong sound effects and stats, since it won't boost Defense in any way. Regardless, the "Ultimate Body" effect is still present.
  1405. * All Great Ape Transformations can be done in any map.
  1406. * Great Apes can deflect ki blasts with ease.
  1407. * In similar fashion to Tenkaichi 2, Dash Smashes will hit the opponent even if they're on the ground.
  1408. * Player 1 or the COM cannot become battledamaged.
  1409. * Clashes use different animations, so that the game can play the generic quotes AND the clash quotes at the same time.
  1410. During a clash, the HUD will also shake a lot. In addition, if you got into a clash as a result of a Rush B2/UB, you won't gain your ki back.
  1411. * Neither you nor your opponent can boost Blast 2's.
  1412. This is however not the case for chargeable Super Attacks.
  1413. * Even though it's hard to tell what the AI's difficulty/level is set to, its behavior is oddly specific.
  1414. - If it has enough Blast Stocks for a transformation, it will transform immediately after a Super/Ultimate Attack of its own. This is not the case for detransformations though.
  1415. - Regardless of the character selected, as long as the Blast 2 is chargeable, the AI will never tend to charge it for longer. Instead, it fires the attack right away, without a second thought.
  1416. - Most of the time, the AI is seen running away and charging ki in random spots, preferably when Player 1 is also charging ki.
  1417. - Its performance in clashes is very poor, but that's because of the lowered difficulty.
  1418. * When a character has 20000 HP or less, while their standing pose may remain the same, the game automatically displays their "teeth-shown" extra face, which is also used when the character is tired (10k HP or less) in the final game.
  1419. * You cannot change the default track for any match. It's always set to random, despite the default track being The Meteor for the Title Screen and Character Select.
  1420. * Map Select lacks GUI. No text, no logo, no clouds on the top left and top right corners, nothing.
  1421. * BGM Select uses a different sprite for the green music note.
  1422. * The in-game font is slightly smaller and badly configured.
  1423. * When you get a Perfect Score, the "Perfect!" sprite won't show up, as the game still treats your win like a normal win.
  1424. * Every throw in the game uses placeholder parameters. Because of this, Android-Type characters cannot absorb health or ki like they were intended to.
  1425. In the final version, this error is fixed.
  1426. * Every character in the game uses both Ground Slash patterns, even those who don't have Flying Kick.
  1427. * Every character shares the same Lift Strike parameters.
  1428. * The Random Character & Password Character are disabled.
  1429. * The Rush Ki Wave is referred to as Rushing Ki Blast Wave.
  1430. * The Z Counter is referred to as Z Counter-attack.
  1431. * The Burst Meteo typo in all of the game's Skill Lists has been fixed.
  1432. * MAX POWER Mode doesn't increase stun power.
  1433. * Chargeable Super Attacks can be cancelled with any Melee Attack.
  1434. * Transformations are enabled, even during Super Attacks.
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