Super Dragon Ball Z/System: Difference between revisions

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== System ==
== Movement ==
On the ground, every character is able to walk in eight directions around the arena. Characters are also able to dash in each of the four cardinal directions by either tapping the desired direction (66, 44, 22, 88) or by holding the desired drection and pressing the Guard and Jump buttons (6/4/2/8G+J).


The game uses 4 buttons, the default configuration is:
Characters are able to jump by pressing the Jump button. Characters can jump in place, forwards and backwards (5/6/4J). Additionally, it is possible to high jump by pressing J alongside any upward direction (8J for neutral high jump, 9J for forward high jump and 7J for backward high jump).


*Square for light attack (LA)
All characters are able to fly by pressing either G or J at any point during a jump. While flying, characters gain access to most grounded movement and attack options. Pressing the J button while flying will cancel flight, returning the character to a regular jumping state. This is often referred to as a '''Fly Cancel''' (FC for short), and is an extremely important part of combos and general offense.
*Triangle for heavy attack (HA)
*X for guard (G)
*Circle for jump/flight(F)


*Square+Triangle (LA+HA) for throw (TH)
=== The Action Gauge ===
*Square+X (LA+G)for light homing attack (LHA)
[[File:sdbz action gauge.png|300px]]
*Triangle+X (HA+G) for heavy homing attack (HHA)
*X+Circle (G+F) for dash (D)


SDBZ uses an 8-way run system. Here is the universal notation for each direction. The number system was derived from the numeric keypad on any standard computer keyboard.
The '''Action Gauge''' is the meter at the bottom of the screen which regulates Super Dragon Ball Z's movement options. The Action Gauge is comprised of between 3 and 5 stocks depending on the character and their Skill Tree assignments - generally speaking, more mobile characters (such as Chi-Chi) will have more Action Gauge stocks available, while less mobile characters (such as Android 16) will have fewer. The Action Gauge is expended when performing the following options:


**7 8 9 <br>
* Dashing (one stock per dash)
**4 5 6 <br>
* Flying (drains the Action Gauge over time)
**1 2 3 <br>
* Homing Attacks (one stock per Homing Attack)
* Some special attacks (such as Majin Buu’s [[File:sdbz bs hurricane dash.png|25px]] '''Hurricane Dash''')


**1 = Down/Back <br>
The Action Gauge will refill over time when it is below full and no movement options are being used. If the Action Gauge is completely emptied, then movement options other than walking and jumping will become unavailable until the Action Gauge has been adequately refilled - meaning any amount for flight, but at least one stock for everything else. Also note that running out of Action Gauge while flying will force the character out of flight and back into jumping status.
**2 = Down <br>
**3 = Down/Forward <br>
**4 = Back <br>
**5 = Neutral <br>
**6 = Forward <br>
**7 = Up/Back <br>
**8 = Up <br>
**9 = Up Forward <br>


== Offensive Mechanics ==
=== Throws ===
Throws are performed by pressing both attack buttons (L+H) while close to the opponent. Throws universally impact on frame 10, have a punishable whiff animation and cannot be broken or softened in any way - they must be avoided, primarily by jumping.


Special Commands:
=== Ki Blasts ===
Every character is able to perform generic Ki Blasts by pressing 6L or 6H. These Ki Blasts will be fired directly towards the opponent, and are often a useful poking and zoning tool from midrange. Note that Ki Blasts cannot be performed by holding 6 and then tapping L or H - it can be useful to consider the input as being closer to 56L/H in this respect.


*6+LA/6+HA character will throw a Ki ball.
=== Strings ===
*4+F character will execute a back flip.
Each character has a number of preset attack strings that can be performed with various combinations of the Light and Heavy attack buttons. Many of these strings allow for cancels to special moves at certain points, so while their usage varies a lot depending on the character, they universally form a significant part of pressure and combos.
*7/8/9+F character will back flip/jump higher.
*you can press F/G anytime during a jump to activate flight.
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From Sprawlers from Gamefaqs (thanks kid):Special/Super Move Properties
=== Dashing Attacks ===
Special/Super moves end up being unique to characters. Here’s a description of each type:
Every character has access to two dashing normal attacks: dash L will perform a launcher, while dash H will perform an attack that slams the opponent into the ground, causing a ground bounce. Both attacks are useful in combos - dash L as a combo starter, dash H as a combo extender - and can even see use as whiff punishment tools from mid range.
Note: The way I categorize these are in no way official.  


Rapid Fire (at will) Projectiles:
=== Homing Attacks ===
Some characters have projectile moves, where if you tap the attack button after doing a projectile special move, the character will fire more projectiles. There is a limit to how many projectiles you can fire. Such examples include Vegeta’s lucora gun.
Homing Attacks are special attacks which fly directly towards the opposing character. They cost one stock of the Action Gauge to perform, are have two variants - '''Light Homing Attacks''' (LHA) are performed by pressing L+G, while '''Heavy Homing Attacks''' (HHA) are performed by pressing H+G. Any normal attack that can be cancelled into a special move can also be cancelled into a Homing Attack.


Rapid Fire Projectiles:
Light Homing Attacks can be cancelled into special moves, have low recovery on hit and bounce away from the opponent on block, making them important tools in both combos and in block pressure. Heavy Homing Attacks are much less safe, with higher recovery on block and no special cancel window, but they fly at a faster speed than Light Homing Attacks and are universally able to inflict wall stun.
There are characters that, when the special move is executed, automatically fire a certain number of projectiles. Examples include Freeza’s flex laser, Cell’s interruptor, and Vegeta’s G Slicer.


Force Field Projectiles:
All Homing Attacks can be cancelled before making contact with the opponent by pressing G - this is called a '''Homing Attack Cancel''' (HAC for short). Light HACs are extremely useful for basic combos and pressure, as well as for supplementing the use of LHA as a burst movement option. Heavy HACs are more niche in usage, since their faster travel speed means the window to perform a HAC at close range is extremely small. That said, they still see use in some optimised combos, depending on the character.
There are certain projectiles that, after exploding after making contact with something and/or exploding after reaching a certain distance, they make a spherical explosion that lasts for a short amount of time. The main purpose of these moves are to disperse any incoming projectiles, and therefore naturally have priority over nearly every projectile in the game. They can be used for comboing as well.


Multi Hitting Projectiles:
=== Combo System ===
Certain special projectile moves are beams that do multiple hits. Gohan’s masenko is an example.
==== Wall Smash ====
Wall Smash is a broad system term used to describe a property of certain moves that allow them to slam the opponent into the wall or the floor. Wall Smash attacks will have one of two behaviours: '''wall stun''' attacks will slam the opponent into the wall, putting them into a brief dizzy animation that allows for further punishment; '''ground bounce''' attacks will bounce the opponent off the floor, allowing for extended juggle combos.  


Chargable Multi Hitting Projectiles:
While the majority of Wall Smash attacks only gain these properties once the [[File:sdbz ss wall smash.png|25px]] '''Wall Smash''' System Skill has been added to a character's Skill Tree, every character has access to two Wall Smash attacks at all points: dash H will universally inflict ground bounce, while Heavy Homing Attack will universally inflict wall stun.
Some of the multi hitting projectiles can be charged. When charged, they are longer, and end up dealing more hits and damage.


Directional Adjustable Projectiles:
==== Juggle Limits ====
Special moves like the kamehameha and masenko can be aimed in a different direction just by holding a direction. Most rapid fire super move projectiles (like Galick Gun) can be aimed in different directions.
There are a number of rules governing the tools used in Super DBZ's juggle combos that are worth outlining:
* Attacks that cause a launch, such as dash L or Battle Skills like [[File:sdbz bs rising sun.png|25px]] '''Rising Sun''', can only be used once per combo. Subsequent uses of launching attacks will cause the opponent to spin, and they will be immune to further attacks until becoming actionable again.
* Attacks will deal additional knockback the longer a juggle combo continues. This "knockback growth" begins accumulating even before the opponent has been launched, meaning that extended grounded strings will cause subsequent launchers to knock the opponent further away.
* Attacks with Wall Smash properties can only be used once per combo. Critically, both wall stun and ground bounce are counted as the same combo state, meaning that, as an example, the wall stun from HHA and the ground bounce from dash H cannot be used to extend the same combo.


Chargable Unblockable Projectiles:
== Defensive Mechanics ==
Some projectile attacks can be charged to the point where they become unblockable. When performing the attack, just hold the attack button until the character fires. They deal higher damage as well. Piccolo’s special beam cannon and Krillin’s destructo disc are examples.
=== Blocking ===
Hold G to block all incoming attacks. Super DBZ does not have any distinction between high and low attacks, so attacks of any hit level are blocked the same way. Critically, only attacks that hit the front of a character's model can be blocked, and characters will not turn around to face the opponent while they are blocking. This means that attacks that hit a character's back are unblockable, which in turn means that blocking characters are susceptible to a timing-based "cross-up" of sorts, which is central to Super DBZ's mixup game.


Tracking Projectiles:
=== Reflect ===
There are projectiles moves that home in on your opponent. Details on using them are shown in the command list.  
By inputting 46 while holding G, characters will perform a '''Reflect''', a parry-like animation that will reflect basic Ki Blasts at the opponent, and nullify stronger projectiles. If Reflect successfully interacts with a projectile, holding G will hold the reflect stance, allowing for the reflection of further projectiles. Otherwise, releasing G will allow the character to perform any other action almost immediately. Reflect only works against projectile attacks - it can be punished at all points of its animation by physical attacks.


Assault Physical Moves:
== Super Meter ==
Some special moves are physical attacks. Whether they are single or multi hitting attacks, they’re just a motion unique to the character.  
The Super Meter is displayed below the life bar. It holds up to three stocks, and is spent primarily on '''Super Attacks''' and, for some characters, '''Dragon Finishes'''. The Super Meter is filled by landing attacks, performing special moves and taking damage - landing attacks builds the most meter, performing special moves builds slightly less, and taking damage building the least meter. In general, the Super Meter fills faster when playing aggressively. In addition to this, the player who lands the first hit in every round will be given '''First Attack Bonus''', granting them 30 points of the Super Meter.


Assault Multi Hitting (at will) Attacks:
Further uses of the Super Meter rely on various System Skills which can be gained on the character's Skill Tree. See the [[Super Dragon Ball Z/Skills|Skills]] page for more information.
Some attacks require that you tap the attack button to do more hits with the special move. An example would be the flipping slash that Trunks and Ultimate Gohan have.
 
Assault Multi Hitting (if the hits connect) Attacks:
There are special/super moves that if at least one of the hits connects, whether the opponent is blocking or not, the character will execute the full special move. For example, if any of the first three punches of Vegeta’s assault rush do not touch an opponent, he will not finish with the kicks.
 
Chargable Physical Attacks:
Some attacks (like the last H in Vegeta’s HHH) can be charged just by holding the attack button. Doing so results in more damage, and longer length of block stun time, should they be blocked.
 
Command Throws:
There are special moves that if they connect on an opponent, blocking or not, they get grabbed and thrown in some sort of way. These moves in general tend to be slow. An example would be Piccolo’s demon fist
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From Sprawlers (gamefaqs):
Rapid Input Supers:
When performing some supers, you can get more damage by tapping the attack buttons as fast as you can. This applies to most level 3 supers, and some level 1 supers. Examples include Gohan’s Super Kamehameha, Vegeta’s Final Flash, and Piccolo/Piccolo Daimao’s Maou Rebirth Ranbu.
 
Transformation Supers:
A transformation super is simply any super that enhances your character. On the most part, they are explained, but since two aren’t I’ll explain them:
 
Super Saiyan
-Can be done by Goku, Gohan, Trunks and Vegeta
-While transforming, you have priority over anything
-The moment you transform, anyone really close to you will get hit
-After you transform, you’re bait to any physical attack, invulnerable to any ki attack. Lasts until your character gets into a fighting stance
-Attack power improves by one point
-Ki attacks are not only bigger, they deal more damage and contain more hits (however, inherited ki moves do not get enhanced)
 
Energy Charge
-Only usable by Gohan
-Doing the command with L will increase your attack power, H will greatly improve your sidestepping and flying speed
 
Dragon Finisher:
Exclusive only to Goku, Gohan, Freeza, Cell, Vegeta and Majin Vegeta. Considered a level 1 super move. It is a weak dash attack with the priority of a super. If it connects, a cutscene of the character finishing off his opponent is shown. To get one, beat arcade mode without using a retry, and wish for it from the dragon.
 
Stun Attacks
Certain attacks, if they connect, will stun your opponent. Krillin’s solar flare is an example
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System Skill List (Sprawlers-G'Faqs):
System Skills
 
System skills add more to the basic/advanced mechanics, so I’ll explain them here:
 
Energy Drain
You gain a small amount of super for each ki blast that you parry. Useful in conjunction with the switch guard skill.
 
Omega Charge
When health drops below 35%, atk power rises by 40%, def power by 30%, but guard is disabled. I strongly advise you do not get this skill. There are much better choices available. Plus, losing your ability to guard is suicide, since most characters can easily deal high damage if they land any of their starters. This skill is the same as Assault Style.
 
Dragon Heart
Action gauge recovery increases. Good when developing your character, but once you can inherit skills, don’t bother with this. This skill is the same as Rapid Movement Recovery.
 
Dragon Frenzy
Super gauge rises faster than usual when your hits are blocked or if they connect. Good when developing your character, but once you can inherit, forget about this. A version of Ultimate Gauge Upgrade grants the same bonuses.
 
Dragon Rage
When hit by attacks, your ultimate gauge rises faster than normal. Good to have when you’re developing your character, but leave this in the dust when you can inherit. A version of Ultimate Gauge Upgrade yields the same effects.
 
Dragon Vitality
Start with an additional bar of action. This actually can be useful enough to be used over skills you can inherit, but I wouldn’t count on it. This skill is analogous to Movement Up.
 
Dragon Soul
Start with an additional bar of super gauge when the match begins. Not worth it. There is a version of Ultimate Gauge Upgrade with the same effects.
 
Super Cancel
A useful skill, you can cancel a special move into a super, and a super into a different super. This is certainly one of the best system skills available.
 
Guard Cancel
A skill that allows you to use a special move (for a cost of one super bar) or a super move (for a cost of two super bars, level 3 supers can not be used) while guarding. Don’t expect to guard cancel a single attack. Guard cancels come in handy when someone is trying to combo you.
 
Impact Up
Attacks that send people back send them farther than usual. For characters who do best at far ranges, this can be a very useful skill. For characters who excel more at melee, this skill is more detrimental than helpful.
 
ATK up
Attacks deal an additional point of damage. Certainly a skill worth having.
 
DEF up
Attacks deal 1 point lower damage. Useful skill.
 
Switch Guard
While blocking ki attacks, you can actually perform the ki blast parry. Very useful in conjunction with the energy drain skill.
 
Armor Strike
While performing the dash attack, your character can withstand one hit without getting knocked down. This is a solid skill, putting you in an offencive and defencive position.
 
Shield Sprint
While performing any of the homing dash attacks, your character can withstand one ki blast without getting knocked down. I do not find this skill all too useful, since people who fight with projectiles usually use projectiles that deal a minimum of two hits.
 
Wall Smash
Basically, any move that knocks your opponent off of their feet (no longer has to be a heavy homing dash attack) can lead into a wall stun. This is also one of the top skills of the game.
 
Weight Increase
Your character becomes heavier. This has two effects:
-Your character drops down faster (thus making it harder to get hit by aerial combos)
-Your character’s sidestepping/flying speed decreases (thus making it easier to get hit by projectiles and any moves that have tracking)
Now, it does say its harder to do aerial based combos. However, I’ve actually found it easier to connect combos on weight increased characters. Be careful with this system skill.
 
Ground Speed Up
Your speed while moving on the ground (not dashing) increases. This system skill is very useful, because you can sidestep projectiles and attacks with tracking much more easily. For example, with my ground speed upped Trunks, I can sidestep plainly and still avoid #17, #18 and Videl’s command throws. Definitely make use of this.
 
Enhanced Force
When health drops to 35% or below, your character’s atk and def beef up by 10%. There usually are betters skills to select.
 
Senzu Bean
When all health is gone, your character will recover. The amount of health recovered depends on the super gauge built. I don’t recommend this. Even though it is a second chance, your opponent easily has time to set up a throw or a cross-up.
 
Infinite Rage
When health drops below 35%, super gauge builds much faster. I think this is a good skill, but its usually passed up by others skills that will stay handy for the whole fight.
 
 
VII. General Fighting Game Terms
 
Cancel
Cancels simply refer to canceling some portion of an attack to do something else. In this game, cancels usually deal with canceling the recovery time from an attack simply to do something else. So for example, you hit someone with a heavy punch. Now, it takes you awhile for your character to bring their fist back into a fighting stance. Doing a super move right after a heavy punch immediately “cancels” the recovery time for you to do something else.
 
If you guys have any fighting game terms you know, please explain them. Things like mix-ups, zoning, cross-ups, locking, etc. Remember that the terms should apply to fighting games in general. I already know many, but I don’t think my explanation would be good enough.
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"Tier List (so far)"
Super DragonBall Z tiers from Gamefaqs
S Class:
Frieza/Son Goku/Perfect Cell/Mira Trunks
 
A Class:
Piccolo Jr./Vegeta/17/18
 
B Class:
Son Gohan/16
 
C Class:
Chi Chi/Kuririn
 
But by now Kuririn should be higher than Chi Chi, and Piccolo should move to S class.


{{Navbox-SDBZ}}
[[Category:Super Dragonball Z]]
[[Category:Super Dragonball Z]]

Latest revision as of 05:54, 15 July 2024

Movement

On the ground, every character is able to walk in eight directions around the arena. Characters are also able to dash in each of the four cardinal directions by either tapping the desired direction (66, 44, 22, 88) or by holding the desired drection and pressing the Guard and Jump buttons (6/4/2/8G+J).

Characters are able to jump by pressing the Jump button. Characters can jump in place, forwards and backwards (5/6/4J). Additionally, it is possible to high jump by pressing J alongside any upward direction (8J for neutral high jump, 9J for forward high jump and 7J for backward high jump).

All characters are able to fly by pressing either G or J at any point during a jump. While flying, characters gain access to most grounded movement and attack options. Pressing the J button while flying will cancel flight, returning the character to a regular jumping state. This is often referred to as a Fly Cancel (FC for short), and is an extremely important part of combos and general offense.

The Action Gauge

Sdbz action gauge.png

The Action Gauge is the meter at the bottom of the screen which regulates Super Dragon Ball Z's movement options. The Action Gauge is comprised of between 3 and 5 stocks depending on the character and their Skill Tree assignments - generally speaking, more mobile characters (such as Chi-Chi) will have more Action Gauge stocks available, while less mobile characters (such as Android 16) will have fewer. The Action Gauge is expended when performing the following options:

  • Dashing (one stock per dash)
  • Flying (drains the Action Gauge over time)
  • Homing Attacks (one stock per Homing Attack)
  • Some special attacks (such as Majin Buu’s Sdbz bs hurricane dash.png Hurricane Dash)

The Action Gauge will refill over time when it is below full and no movement options are being used. If the Action Gauge is completely emptied, then movement options other than walking and jumping will become unavailable until the Action Gauge has been adequately refilled - meaning any amount for flight, but at least one stock for everything else. Also note that running out of Action Gauge while flying will force the character out of flight and back into jumping status.

Offensive Mechanics

Throws

Throws are performed by pressing both attack buttons (L+H) while close to the opponent. Throws universally impact on frame 10, have a punishable whiff animation and cannot be broken or softened in any way - they must be avoided, primarily by jumping.

Ki Blasts

Every character is able to perform generic Ki Blasts by pressing 6L or 6H. These Ki Blasts will be fired directly towards the opponent, and are often a useful poking and zoning tool from midrange. Note that Ki Blasts cannot be performed by holding 6 and then tapping L or H - it can be useful to consider the input as being closer to 56L/H in this respect.

Strings

Each character has a number of preset attack strings that can be performed with various combinations of the Light and Heavy attack buttons. Many of these strings allow for cancels to special moves at certain points, so while their usage varies a lot depending on the character, they universally form a significant part of pressure and combos.

Dashing Attacks

Every character has access to two dashing normal attacks: dash L will perform a launcher, while dash H will perform an attack that slams the opponent into the ground, causing a ground bounce. Both attacks are useful in combos - dash L as a combo starter, dash H as a combo extender - and can even see use as whiff punishment tools from mid range.

Homing Attacks

Homing Attacks are special attacks which fly directly towards the opposing character. They cost one stock of the Action Gauge to perform, are have two variants - Light Homing Attacks (LHA) are performed by pressing L+G, while Heavy Homing Attacks (HHA) are performed by pressing H+G. Any normal attack that can be cancelled into a special move can also be cancelled into a Homing Attack.

Light Homing Attacks can be cancelled into special moves, have low recovery on hit and bounce away from the opponent on block, making them important tools in both combos and in block pressure. Heavy Homing Attacks are much less safe, with higher recovery on block and no special cancel window, but they fly at a faster speed than Light Homing Attacks and are universally able to inflict wall stun.

All Homing Attacks can be cancelled before making contact with the opponent by pressing G - this is called a Homing Attack Cancel (HAC for short). Light HACs are extremely useful for basic combos and pressure, as well as for supplementing the use of LHA as a burst movement option. Heavy HACs are more niche in usage, since their faster travel speed means the window to perform a HAC at close range is extremely small. That said, they still see use in some optimised combos, depending on the character.

Combo System

Wall Smash

Wall Smash is a broad system term used to describe a property of certain moves that allow them to slam the opponent into the wall or the floor. Wall Smash attacks will have one of two behaviours: wall stun attacks will slam the opponent into the wall, putting them into a brief dizzy animation that allows for further punishment; ground bounce attacks will bounce the opponent off the floor, allowing for extended juggle combos.

While the majority of Wall Smash attacks only gain these properties once the Sdbz ss wall smash.png Wall Smash System Skill has been added to a character's Skill Tree, every character has access to two Wall Smash attacks at all points: dash H will universally inflict ground bounce, while Heavy Homing Attack will universally inflict wall stun.

Juggle Limits

There are a number of rules governing the tools used in Super DBZ's juggle combos that are worth outlining:

  • Attacks that cause a launch, such as dash L or Battle Skills like Sdbz bs rising sun.png Rising Sun, can only be used once per combo. Subsequent uses of launching attacks will cause the opponent to spin, and they will be immune to further attacks until becoming actionable again.
  • Attacks will deal additional knockback the longer a juggle combo continues. This "knockback growth" begins accumulating even before the opponent has been launched, meaning that extended grounded strings will cause subsequent launchers to knock the opponent further away.
  • Attacks with Wall Smash properties can only be used once per combo. Critically, both wall stun and ground bounce are counted as the same combo state, meaning that, as an example, the wall stun from HHA and the ground bounce from dash H cannot be used to extend the same combo.

Defensive Mechanics

Blocking

Hold G to block all incoming attacks. Super DBZ does not have any distinction between high and low attacks, so attacks of any hit level are blocked the same way. Critically, only attacks that hit the front of a character's model can be blocked, and characters will not turn around to face the opponent while they are blocking. This means that attacks that hit a character's back are unblockable, which in turn means that blocking characters are susceptible to a timing-based "cross-up" of sorts, which is central to Super DBZ's mixup game.

Reflect

By inputting 46 while holding G, characters will perform a Reflect, a parry-like animation that will reflect basic Ki Blasts at the opponent, and nullify stronger projectiles. If Reflect successfully interacts with a projectile, holding G will hold the reflect stance, allowing for the reflection of further projectiles. Otherwise, releasing G will allow the character to perform any other action almost immediately. Reflect only works against projectile attacks - it can be punished at all points of its animation by physical attacks.

Super Meter

The Super Meter is displayed below the life bar. It holds up to three stocks, and is spent primarily on Super Attacks and, for some characters, Dragon Finishes. The Super Meter is filled by landing attacks, performing special moves and taking damage - landing attacks builds the most meter, performing special moves builds slightly less, and taking damage building the least meter. In general, the Super Meter fills faster when playing aggressively. In addition to this, the player who lands the first hit in every round will be given First Attack Bonus, granting them 30 points of the Super Meter.

Further uses of the Super Meter rely on various System Skills which can be gained on the character's Skill Tree. See the Skills page for more information.

Game Navigation

General
Controls
HUD
System
Skills
Stages
FAQ
Characters
Ultimate Gohan
Videl
Majin Buu
Cyborg Frieza
Gohan
Krillin
Android 18
Frieza
Goku
Trunks
Cell
Vegeta
Chi-Chi
Piccolo
Android 16
Android 17
King Piccolo
Majin Vegeta