
DRAGON BALL XENOVERSE 2






模组 - 与好友联机 - 降级 - 存档损坏 1. 启用模组 下载Eternity Tools,解压“xv2patcher”,将“bin”和“XV2PATCHER”文件夹复制到Steam steamapps common DB Xenoverse 2目录下。 解压“XV2INS”,将“xv2ins.exe”复制到Steam steamapps common DB Xenoverse 2 bin目录下。 仅从Steam steamapps common DB Xenoverse 2 bin DBXV2.exe启动游戏。 下载模组并使用Steam steamapps common DB Xenoverse 2 bin xv2ins.exe安装。 已安装的模组存储在Steam steamapps common DB Xenoverse 2 data文件夹中。 解锁所有阶段和角色:用记事本编辑Steam steamapps common DB Xenoverse 2 XV2PATCHER xv2patcher.ini,将unlock_chara_all = true和unlock_stage_all = true设置为启用。 下载存档编辑器。1. 存档存储位置:Steam用户数据文件夹中的<用户ID>323470remoteDBXV21DBXV2.sav 2. 与好友在线游玩模组:使用记事本编辑SteamsteamappscommonDBXenoverse2XV2PATCHERxv2patcher.ini文件,将excessive_air_contamination设置为true。你和好友必须拥有完全相同的data文件夹才能在线游玩,该文件夹位于SteamsteamappscommonDBXenoverse2data 3. 降级游戏:引用自Goku:如果《龙珠:超宇宙2》的某次更新导致模组失效,你可以降级游戏。操作步骤如下:在Steam库中右键点击游戏,选择属性>更新,将更新设置改为“仅在我启动此游戏时更新”。清空SteamsteamappscommonDBXenoverse2文件夹,然后下载并安装所需组件:.NETCore3.1和.NETCore6.0创建一个文本文档,写入以下内容。编辑下划线部分并保存为Downgrade.bat: @echo off dotnet DepotDownloader.dll -app 454650 -depot 454651 -manifest 1187541358151095093 -username 账户名 -password 密码 pause 【manifest】在此处更改要下载的版本 【AccountName和Password】Steam账户登录信息 将bat文件放入DepotDownloader的根文件夹并运行(下载可能会被阻止,请耐心等待) 前往DepotDownloader的depots 454651 10996570文件夹 将所有内容复制到Steam的steamapps common DB Xenoverse 2文件夹 现在可以安装Eternity Tools了 存档损坏 将你的存档重命名为DBXV2_old.sav并移到桌面 Steam userdata <用户ID> 323470 remote DBXV21 DBXV2创建一个包含随机角色的新存档 打开存档编辑器 打开你的新存档 文件>打开>DBXV2.sav 导入你的角色 工具>导入角色>DBXV2_old.sav 文件>保存



How to play a Female Majin, including best combo strings! Why play a Female Majin? Pros +Female Majin have the best combo strings and can dash or standing combo into a light or heavy stamina break, a Ki Super, or a Strike Super including GoD's Anger. +Female Majin have very balanced stats and can be played anyway you want. +Best Racial bonus effect. (+100% stamina regeneration when stamina broken compared to everyone else.) +2nd best or best when it comes to movement speed. +Great racial skils like Ill Bomber, Candy Beam, ext... +Great reach on most of their combo moves. +Adorable Cons -Not AS much damage as a human, but not by much. -Racial Awoken skill is very bad. -Can't use Searing Blade Basically Female Majin have almost no downsides while having quite a lot of upsides. They were drastically overhauled from the first game. Recommended Awoken Skills As a Female Majin, you have 3 choices for an Awoken skill, Kaioken, Unleash Potential, and Purification. Here is a rundown on what they do and when to use them. Unleash Potential Costs 500 ki Duration = Until your KOed. Gives you 15% damage, reduces damage taken by 5%, and gives you +30% ki when attacking/being attacked compared to base form. This should be used when you just want a balanced transformation and don't want to have to worry about any drawbacks. This or Kaioken are thw two you usually use. Kaioken Costs 300, 400, 500 ki for 1x, 3x, or 20x. Duration = Until you run out of stamina. Stamina Drain = 11/22/33 sec Increases damage dealt by 2.5%/7.5%/15% Increases damage taken by 0/10%/30% depending on level Kaioken 3x reduces the cost of Z vanish to 1 ki bar. Kaioken 20x makes all stamina costs that aren't evasive moves free. Kaioken should be used when you want to go on a beatdown spree and also want a way to stamina break yourself. Due to how x20 works, you'll be able to Z vanish as long as your in it, making it so you'll win a vanish fight. Just remember while this destroys COMs, vs players they can just snap step away from you until your Kaioken runs out. But unlike other races, it doesn't matter as much when you get stamina broken due to a skill explained in the Strategy section called Ill Bomber as well as the fact female majin recover from being stamina broken twice as fast as the other races. Just be careful as you take more damage while in Kaioken. But Female Majin are the best users of it due to their inherant speed and racial. Purification Costs 300 Ki Duration = Until you run out of stamina Stamina Drain = 20/sec Increase damage by 15% Turns you into Kid Buu. Now this is probably the worst option of the 3, but its not as bad as people say if your using it to stamina break yourself. It gives you access to Quick Sleep if you want to use that for a bit of healing, guard breaking moves and dashes, and Kid Buu's combos and skillsets which aren't bad, but aren't your CaC. Really the best use is to manage your stamina in a cheaper manner than Kaioken and have a bit of a mixup game to your opponent. Stats and Suggested Attribute Spread/QQ bang Racial Stats Here are all the racial modifiers for a Female Majin, using in-game data numbers. All stats calculated at 80. Racial Passive Female Majin recover from being Stamina Broken twice as fast as other races. (As fast as the COM) Damage Modifiers Numbers taken from the game data. Base damage = 1.0. Attack: 7.5x Ki: 7.5x Strike: 8x KiSuper: 7x Note: These numbers aren't very signficant even if they are a bit under the 1.0 base. Only humans seem to be closer to a total 1.0 on each stat and they have really bad racials. Additionally due to how damage is calculated, unlike in XV1, a 7.5% here = about a 1 or 2% damage reduction compared to a human. Because of this, Female Majin can be used as a Strike or Ki user. And unlike the other races, they have some of the best and most important speed stats and racials (Seen Below). Movement Speed Modifiers Using Hieght option 3 (100% base speed) Weight does NOT affect Speed. You gain an additional 30% dragon dash speed when locked onto and dashing towards something. Ground speed (Running Speed) Majin Female (1.02) (1st best) Air speed (Non Dragon Dashing flying speed) Majin Female (0.737) (6th best) Boost Dash speed (Dragon Dash Speed) IMPORTANT STAT Majin Female (0.9) (2nd best) Step Dash (distance) IMPORTANT STAT (PvP) Majin Female (1.06) (1st best) Meanwhile Speed stats as shown below are much more signfiicant as you can't change them via gear, stats, or level and need to use Super Souls/Height/Buffs to increase them, and there are MUCH larger differences in Speed than damage. (Worst Dash speed for example is 0.69 for Male Majin.) Boost Dash and Step Dash are two of the most important speed stats in PvP and PvE. And due to how a female Majin does their combos, they can do a dash infinite combo if using the shortest slider due to their insane dash speed. Meanwhile their Step Dash (LT + A + a direction) is the best in the game. You know, that vanishing thing you see people use when not near you that makes it so you can't hit them. And due to its insane range, if you step dash backwards, you can outrange some Namekian and Majin combos, who are the races with the greatest reach out of all of them. Height and Weight sliders While you can choose any weight you want, its recommended you chose the smallest option for height so you get an additional 10% speed to make your dash combos easier. I do not know if you can do your dash infinite as the tallest female Majin, but I'd assume you can, it would just be much harder. Suggested Attribute spread Due to how Attributes work in this game, besides Ki and Stamina, they aren't as strong as they were in XV1. You'll see about a 12-14% damage increase between having 0 and 125 in a damage stat. Every 42 points of Stamina and Ki equals 1 bar. Every point in health = ~0.015% of your health bar. You'll see roughly an 18% increae in health with all 125 points into health. With this in mind, and a Female Majin's racial passive being as strong as it is, as well as Stamina being the biggest deciding factor in PvP, you can go with a stat build like this for maximum effectiveness. Health: Dump leftover points into here. Ki: 0, 42, or 84 depending on how much Ki you want to use. Uusally 0 as 7 ki bars will be enough if you have a +5 ki QQ bang. Stamina: 84 or 125, depending if you want 9 or 10 Stamina bars. Basic: 76 Strike/Ki Super: 80 (if hybrid), 124 (If single) Why 76/124 in attack stats? Because thats the point when attack stats reach their soft cap, and the remaining 45 points will only be a 3.5% increase in damage instead of the 5% increase they normally should be due to how they interact with QQ bangs. As for strike/ki, that last point gives virtually no damage over 124 due to the hard cap on supers/ultimates. Best QQ bang stats Undeinably if you manage to somehow get a +5 to all QQ bang, its the best. Otherwise here are the QQ bang sttats you should shoot for. Health: Can be any stat Ki: +5 (I guess it can be 0 if you want a strike/ki super hybrid build) Stamina: +5 (CRITICALLY IMPORTANT) Basic Can be any stat Strike or Ki Super: +5 in the stat which you allocated points to. Other one can be any stat. QQ bangs reduce or increase damage by roughly 1.5% per arrow, as well as increase/decrease health by 1.5% per arrow. Meanwhile a +5 QQ bang in stamina or ki gives you TWO bars over the base 5 bars at lvl 80. Which makes them absolutely critical as they are worth about 84 stat points, while the other ones are worth about 50 stat points at 5 arrows. Combo Strings Female Majin have the absolute best combo strings. They can go from any light based combo opener into either their launcher, light, or heavy stamina break. Additionally they can back hit at any point in the combo minus the very end before the launcher or during the launcher, but those tend to bring the female majin out of reach of some races. Now a trick to female Majin is that you will not finish your combos very often as you can infinite in various ways when you don't finish them, while if you DO finish them, you'll need to use a stamina bar to continue the combo making you very easy to read. In addition you can do other basic combos such as vanish dash and the like if you finish your combo strings to mix it up or use any other heavy launcher that isn't the 'ball'. Also remember to read your opponent and back hit when they vanish in behind of you or continue your combo if they vanish in front of you. And remember to feel out when it might be best to fill in a strike super or ult like Justice Combination as a mixup. Female Majin have a difficult time landing their Heavy Stamina Break on other shortest Female Majin. With that out of the way, here are the combo strings. X = Light, Y = Heavy, A = Vanish, B = Ki blast (Xbox controls) From Standing Stamina Break X > X > X > X > X > Light Stamina Break (X x5 > forward+X) Be careful, this wont hit shorter people than you very often and has a very tight frame window. X > X > X > X > X > X > Y > Light Stamina Break (X x6 > Y > Forward+X) (Y should be a spinning Shryuken) X > X > X > X > X > X > Y > X > Y > Heavy Stamina Break, Light Stamina Break or Strike Super (X x6 > Y > X > Y > Forward+Y) (Y should be a spinning Shryuken, followed by an axe kick to the ground, followed by a teleport kick to the back which has LOTS of hitstun.) Infinite Y > Y > Y > Y > Y > X > X > X > Dragon Dash or Ki Super > (Continue to Dash Infinite) or Ki Super X x8 > Dragon Dash or Ki Super > (Continue to Dash Infinite) From Dash If you want to combo form a dash, always start with X. Only start with Y if you want to knock them away as you can't combo from it. Stamina Break X > X > Y > X > Light Stamina break (Y should be a spinning Shryuken) X > X > Y > X > Y > Heavy Stamina Break, Light Stamina Break or Strike Super (Y should be a spinning Shryuken, followed by an axe kick to the ground, followed by a teleport kick to the back which has LOTS of hitstun.) infinite X > X > X > X > Dragon Dash or Ki Super > (Continue to Dash Infinite) X > Y > Y > Y > X > Dragon Dash or Ki Super > (Continue to Dash Infinite) Recommended Supers Recommended Supers Now you can use any super moves you want. But there are a few outliners that you absolutely need. They are... God of Destruction Anger (Or any easy to connect stamina break super. I use this one myself) Ill Bomber I know this uses up half your super slots, but down below is why I say they are the best. For Ultimates, you can use whatever ones you are most comfortable using as since its so easy to combo into stamina breaks for a female Majin they can kinda use almost any of them. God of Destruction Anger (GoDs Anger) Gotten from Training with Beerus. This is a move everyone needs as it is a ranged laser stamina break. Female Majin can combo into it fairly reliably if you use the 'ball' launcher or the standing/dashing infinite combos, but instead of dragon dashing into them and continuing it, you use GoD's Anger. And since it'll stamina break them, you can follow with whatever you want, usually an ult. Note that it wont hit targets that are smaller than you and that are falling at a weird angle due to how it tracks, but it will usually hit otherwise. Ill Bomber Gotten from PQ 90. This skill is a Majin only skill and is why you can have such a huge stamina bar. Its a 1 bar ki move that blows you up, making you immune to damage and dropping your opponent's target. on you, causing them to need to re-lock on. The invincibility is long enough to let you regenerate your entire stamina bar if your stamina broken, which is why you sometimes try to stamina break yourself with a stamina skill, then follow up with this so you can come out of it with a full stamina bar. How to play a Female Majin OK this section is very subjective, due to Female Majin being easily the most flexible of all the races. You can go with a hybrid build, a ki build, a strike build, or whatever you want. But that all being said, there are a few things that tend to be about the same no matter the playstyle. 1. Combo strings. Learn them, learn how to go into them, and learn how to mix them up. While in its own section I list how to get to your infinite strings, your skills to use ki/strike supers to followup on, or your stamina breaks, sometimes you may have to end a combo early and rush your opponent with a vanish step and continue the combo like other races would just to make your opponent be unsure where to Z step your combo. 2. Get good at backhitting and reading your opponent. If your great at back hitting, you'll scare a lot of your opponents and be able to go into the more optimal combo strings instead of less optimal ones where you need to vanish step to continue it. 3. Get good at Just Guard (Perfect Guard), its a tricky thing to get good at, but once you get it down, you can stamina break someone by just Just Guarding their entire ult or combo. Plus you can block almost all stamina break moves using it as most races can't combo into them very well, and it lets you punish someone who is trying to punish you when you use Ill Bomber. 4. Have Ill Bomber and use it when your stamina broken. Its a skill that uses 100 Ki that turns you invincible like Whis's escape move. Due to your racial, you will be back at full stamina when you reform. 5. Don't be afraid to stamina break yourself using stamina spending moves like Kaioken. If you follow that up with Ill Bomber, you wont have any time when your stamina broken, and be at full stamina when you reform. Just make sure you stamina break yourself when you have very low stamina. There is more, but they're more specialized move combos that you'll have to figure out for yourself. Closing Hope you enjoyed this guide and let me know if there is something I should add.



How to get +15 -9 QQBangs and more. What gear do you need to create some of the best QQBangs? You can use any lv of gear to get some types of QQBangs but for example t1 and t2 gear usually dont give enough stats. T3 gives some interesting QQBangs but having stam and ki +5 or at least +4 is important if you want your char with 7 or more stamina and/or ki bars. T5 its pretty hard not to get +5 to 3 stats and -5 to 3 stats. The better QQBangs are ones that give +6 more positive stats then negatives and give you a high amount of stats. T4 gear is the balence bewteen these 2 factors they can give you the +15 while not overloading and reducing the flexiblity of the QQBang like t5 gear does. Generally you want 2 tier 4 gear with +4 to 2 stats each and have them share 1 of the +4 stats so you have 3 stats that get a positive +4 Example: Battle suit (turles) has +4 health and +4 atk, we should combine another tier 4 with either +4 health and something non +4 atk or we should combine with one thats +4 atk and something non +4 health. What you get as a result can be a really good QQBang or a really bad one thanks to the rng it make take hundreds of tries to get the exact +15 -9 you want but you will get alot of good stuff including some that are 6 more possitive then negative that are really interesting. Like -2 health +5 stamina +5 stamina +0 atk -5 strike +3 ki blasts. A 13 positive to 7 negative and if you were looking for one with very little drawback -7 negative isnt that bad for the +2 ki and stam bars and still bonus damage. Cheap easy to get materials for these QQbangs and where to find them. This part will list the t4 gear that can be bought with zeny or gotten for free from Majin Kids. Yes there is other t4 gear besides these that you can earn through pqs and tp shop. Clothing Shop Battle Suit (Turles) +4 hp, +4 atk, cost 40,000 zeny Lord Slug's Clothes +4 ki, +4 strikes, cost 20,000 zeny Mira's Clothes +4 hp, +4 atk, cost 50,000 zeny (negative stats are different then turles) Towa's Clothes +4 ki, +4 ki blasts, cost 50,000 zeny Pikkon's clothes +4 stam, +4 atk, cost 30,000 zeny Goku's Tracksuit +4 ki, +4 stam, cost 24,000 zeny Ancient Kata's Battle Costume +4 hp, +4 ki, cost 30,000 zeny Majin Kids Supreme Kai's Clothes +4 stam, +4 strike Dabura's Clothes +4 hp, +4 stam Jaco Suit +4 stam, +4 ki blasts Now to get to some crafting and some possible results from them. This section will show some more details about the crafting and results of what QQBangs can get made from the gear listed above. Example: You want to make a SS male that buff guy. You might want hp, stam, and atk. Battle Suit (turles) + Pikkon's Clothes + senzu beansprout = +5 hp +5 stam +5 atk with 9 negative points bewteen ki, strikes, and blasts. like these +5 hp, +0 ki, +5 stam, +5 atk, and either -4 strike, -5 ki blast or -5 strike, -4 ki blast +5 hp, -2 ki, +5 stam, +5 atk, and either -2 strike, -5 ki blast or -5 strike, -2 ki blast +5 hp, -5 ki, +5 stam, +5 atk, and either -4 strike, +0 ki blast or -2 strike, -2 ki blast And there are many other possiblities with that combo alone. Along with all the good stuff bad ones will come though. To get a good one will probably take at least about 80 tries with the said combo. new section to define how this works. to make it simple if you want +5 to A, B, and C you take 2 lv4 gear that are +4 to A and B and combine it with one thats either A and C or B and C. D E and F stats remaining will pick 2 to 3 of them being negative bewteen the 9 points. if you want an exact type of qqbang getting the gear to total 3 different positives bewteen the 2 gear lets you narrow to most of the time getting those positives. if you add gear that has 4 positives or more of different types in total bewteen the two then it will make the qqbang have more variety and it will be harder to get the exact qqbang you want. even with narrowing down the positives, the negatives are still randomized completely bewteen the other 3. some people didnt seem to get it so im explaining better. list of qqbangs and what you need to make them i was requested to make a more exact list so people would understand better. negatives and +0's arent shown because those will still be randomized you can get the qqbang you want as long as you pick the positive +5's from this list the non +5's will still be randomized but it narrows down the qqbang your looking for. PS: any places you see instead of a name of gear just stats with +4 that means gear with those positives. +5 hp, +5 ki, and +5 stam any 2 of these 3 Ancient Kata's Battle Costume, Goku's Tracksuit, and Dabura's Clothes +5 hp, +5 ki, and +5 atk Ancient Kata's Battle Costume + either Battle Suit (Turles) or Mira's Clothes +5 hp, +5 ki, and +5 strike Ancient Kata's Battle Costume + Lord Slug's Clothes +5 hp, +5 ki, and +5 ki blast Ancient Kata's Battle Costume + Towa's Clothes +5 hp, +5 stam, and +5 atk any 2 of these 3 Dabura's Clothes, Pikkon's clothes, and Battle Suit (Turles) or Mira's Clothes +5 hp, +5 stam, and +5 strike Dabura's Clothes + Supreme Kai's Clothes +5 hp, +5 stam, and +5 ki blast Dabura's Clothes + Jaco Suit +5 hp, +5 atk, and +5 strike Battle Suit (Turles) or Mira's Clothes + either +4 atk and +4 strike or +4 hp and +4 strike +5 hp, +5 atk, and +5 ki blast Battle Suit (Turles) or Mira's Clothes + either +4 atk and +4 ki blast or +4 hp and +4 ki blast +5 hp, +5 strike, and +5 ki blast any 2 of these 3 +4 hp and +4 strike, +4 strike and +4 ki blast, and +4 hp and +4 ki blast +5 ki, +5 stam, and +5 atk Goku's Tracksuit + Pikkon's clothes +5 ki, +5 stam, and +5 strike any 2 of these 3 Goku's Tracksuit, Lord Slug's Clothes, and Supreme Kai's Clothes +5 ki, +5 stam, and +5 ki blast any 2 of these 3 Goku's Tracksuit, Jaco Suit, and Towa's Clothes +5 ki, +5 atk, and +5 strike Lord Slug's Clothes + either +4 ki and +4 atk or +4 atk and +4 strike +5 ki, +5 atk, and +5 ki blast Towa's Clothes + either +4 ki and +4 atk or +4 atk and +4 ki blast +5 ki, +5 strike, and +5 ki blast Lord Slug's Clothes + Towa's Clothes +5 stam, +5 atk, and +5 strike Pikkon's clothes + Supreme Kai's Clothes +5 stam, +5 atk, and +5 ki blast Pikkon's clothes + Jaco Suit +5 stam, +5 strike, and +5 ki blast Supreme Kai's Clothes + Jaco Suit +5 atk, +5 strike, and +5 ki blast any 2 of these 3 +4 atk and +4 strike, +4 atk and +4 ki blast, and +4 strike and +4 ki blast Good Luck and Have Fun I hope this guide helps alot to people wanting to make good QQBangs. Decided to make one of these cause i didnt see anyone going into full detail about how to get these +15 -9 QQBangs. I saw another guide meantion the t4 gear but not go into detail like this guide. Good Luck and Have Fun all.

All the numbers behind stat gains, Soft caps, racial stats, and more! Before you read This guide is made to show the numbers behind all the attribute points and equipment stats. Some sections are semi incomplete, others are complete. Below are all the numbers. Note: This guide is made for MAX level characters. Note that this game stll uses XV1 formulas in some places. Height/Weight Height and Weight have the most impact on your character other than level when it comes to their stats and are applied after everything else. Height Height directly affects your character's Max HP and Speed. Short characters are faster but have less health Tall characters are slower but have more health. Each tick of Height adds 5.266% to your max health. So... Shortest character - 95% health Short character - 100% health Tall character - 105% health Tallest Character - 110% health Meanwhile Speed is inversely affected. Shortest character - 110% speed Short character - 105% speed Tall character - 100% speed Tallest Character - 95% speed Weight Weight controls how powerful your Ki or Physical attacks are. Thinner characters have better Ki Blast Supers but weaker physical hits and Strike Supers Bulkier characters have better physical attacks and Strike Supers but less Ki Blast Supers. Since there are 3 ticks dictating bulkiness, here is what each tick does. Leftmost (Thin) - +3% damage to KI moves, -3% damage to Strike moves Middle (Medium) - No change Rightmost (Bulky) - -3% damage to Ki moves, +3% damage to Strike moves As you can see, your character's height and weight have an effect on your damage, but the value isn't as big as XV1 thankfully. Health Health is different in this game than the first numberwise, but is the same thing otherwise. Each health bar is 10k hp. Each point gives you 30 hp. Each arrow for a QQ bang gives you about 10 health attribute, or ~300 hp. Race health values Health Values. (LVL 80 0 atributes 0 qq band Tallest option (110%Total HP)) 10000 is one bar 1 Male Majin 21457 2 Namekian 21331 3 Humans 20156 4 Male Sayian 19181 5 Female Sayian 18856 6 Female Majin 18856 6 Frieza Race18856 Ki/Stam Fairly Straightforward. All calculations done at lvl 80. 42 points in a ki/stam attribute adds 1 bar. Maxing it at 125 gives you 3 bars total. 5 QQ bangs give you +2 or -2 bars BEFORE attributes are calculated. Basic Attacks + Strike/Ki Supers Damage Formula ((RacialBase*Levelbonus) + 0.01*AttributePoints + 0.025*EquipmentArrows + 0.25*WeightClass)*(1+TransformationBonus+SSoulBonus+RacialBonus)*(AttackMultiplier)=Total Damage So Racial base values (Above) with level bonus are compacted with everything else which are them multiplied by your buffs and transformations, then finally the attack multiplier to give you your total damage. Weight is either, -1, 0 or 1 depending on how that weight would buff the stat. Thanks to Tsuyara for the formula How Attributes Work Each point adds about 0.01% damage per point, or 10 points per 1% of damage at max level and a bit less at lower levels. This varies a bit by race so some races due to their multiplers may see less damage, others may see a bit more, but thats about what it equals. QQ bangs QQ bangs change damage by 6.66% with a 5 QQ bang with no attributes added. When attributes are added, for basic attacks a +5 QQ bangs lose 0.01% per attribute point to how much they add, so a 125 attribute stat will only get 5.41% extra damage from a +5 QQ bang. A -5 QQ bang is different and sees a 0.005% reduction to its subtraction number, so 125 attribute makes a -5 QQ bang lose you 5.98% damage instead of the full 6.66% Soft Caps A soft cap is when adding more attribute points adds less damage than the previous point did. Soft caps in this game are there so that one race can't have so much more damage than another. Soft caps are NOT affected by QQ bangs. However QQ bang damage is reduced by its own calculations in the secton above. Soft caps happen BEFORE QQ bangs and are unaffected by QQ bangs. Soft Capts are different for each race or skill and depend on their combo string damage numbers. The usual softcap range is from 70-80, but some go as high as 120. Usually the races with lower basic damage can go higher before reaching the soft cap. This means that races with higher basic damage baseline don't have to invest as many points to reach the softcap unlike other races, meaning they can put those points somewhere else. Sklls have their own kind of soft caps listed here. https://docs.google.com/spreadsheets/d/1aW4BSOUEjkx4HgLwbR59z0xsjATV_QG66Y1RBEBiBsk/edit Each skill has its own soft cap and plateus. Buffs S Buff = ~5% M Buff = ~10% L Buff = ~15% XL buff = ~20% Racial Modifiers Now unlike the first game, Racial modifiers modify the base damage of an ability, but don't grow as you level up. Instead of being the raw damage multiplier, they are the % change that a race does to that ability type. Here is the list. Damage Modifiers Here are the racial modifers for each race. Basic Attacks: 1.) Male Sayian - 8.000 2.) Frieza Race - 7.875 3.) Namekian - 7.500 3.) Female Majin - 7.500 4.) Male Majin - 7.125 4.) Male Human - 7.125 4.) Female Human - 7.125 5.) Female Saiyan - 7.000 Basic blasts: 1.) Female Saiyan - 8.000 2.) Frieza Race - 7.875 3.) Namekian - 7.500 3.) Female Majin - 7.500 4.) Male Majin - 7.125 4.) Male Human - 7.125 4.) Female Human - 7.125 5.) Male Saiyan - 7.000 Strike Supers 1.) Majin Female - 8.000 2.) Human Male - 7.875 3.) Saiyan Female - 7.500 4.) Saiyan Male - 7.125 4.) Majin Male - 7.125 4.) Namekian - 7.125 4.) Frieza Race - 7.125 5.) Human Female - 7.000 KI Supers 1.) Female Saiyan - 8.000 2.) Female Human - 7.875 3.) Frieza Race - 7.5 4.) Male Saiyan - 7.125 4.) Namekian 7.125 4.) Male Majin - 7.125 5.) Female Majin - 7.000 5.) Male Human - 7.000 Movement Speed Using Height option 3 (100% speed, see above how Height affects speed) here are the speed values of each race. Weight option DOES NOT affect speed. For Humans, Namekians and male Saiyans, the ground movement speed is identical to their respective air movement speed, while the other races have differing speeds for air and ground movement. When Dragon Dashing towards your opponent while locked on, speed is increased by 30%. Also, the Frieza race gets a 50% speed boost at low health, but that's not part of the calculations. Ground speed (Running Speed) Majin Female (1.02) Saiyan Male (0.86) Saiyan Female/Human Female (0.82) Human Male (0.78) Namekian (0.741) Frieza (0.737) Majin Male (0.66) Air speed (Non Dragon Dashing flying speed) Frieza (1.02) Saiyan Male / Saiyan Female (0.86) Human Female (0.82) Human Male (0.78) Namekian / Majin Male (0.741) Majin Female (0.737) Boost Dash speed (Dragon Dash Speed) Frieza (0.98) Majin Female (0.9) Human Female / Saiyan Female (0.82) Human Male / Saiyan Male (0.78) Namekian (0.741) Majin Male (0.66) Step Dash (distance) Majin Female (1.06) Frieza (0.9) Saiyan Female / Human Female (0.82) Human Male / Saiyan Male (0.78) Namekian / Majin Male (0.66) Racial bonuses Each race in this game has its own racial bonuses besides the different stats. Male Majin 25% damage reduction when above 2 stamina bars Takes DOUBLE damage if under 2 stamina bars Access to unique and powerful racial supers Female Majin Stamina refills 100% faster when stamina broken. Access to unique and powerful racial supers Male/Female Human +5% damage to basic attacks at full Ki Extra ki generation Male Sayan/Female Sayan +7.5% damage when under 25% health +7.5% damage after being revived. These do stack and stay after they've activated Namekian 20% stamina recovery Items are 50% more effective Mild health regeneration when under 70% health and over 2 stamina bars Frieza Clansman 50% more speed when under 50% Gains stamina on each basic strike. Combo modifiers Combos in this game take the attack's base damage (Strong, Light, or basic Ki) and modify it by a percentage (usually by a factor of 50%, though some combos do a factor of 25%) and thats the damage of the move in the combo. So a combo would do something like 1 / .5 / .5 / 1 / 1.5 / 2 of the base damage per hit. (Not 100% on these numbers) Ki basic attack base damage is ~20. Light Strike basic attack damage is ~100 Heavy strike basic attack damage is ~500 Transformation Modifiers Unleash Potential +15% damage, +15% speed, +5% damage reduction, +30% ki generation on hit Super Sayan Global X and Y charged moves have teleport properties. Signature blasts have teleport properties. SS1 = +10% physical / +5% Ki damage +5% physical damage reduction +5% speed 33% reduction on ki generation per hit SS2 = +15% physical / +7.5% Ki damge +10% physical / + 5% ki damage reduction +10% speed 65% reduction on ki generation per hit SS3 = +20% physical / +10% Ki damge +15% physical / + 10% ki damage reduction +25% stamina regeneration +15% speed 95% reduction on ki generation per hit. reduction on standing stamina regeneration. SV1 = 5% physical / 10% ki damage +5% ki damage reduction +5% speed 33% reduction on ki generation per hit SV2 = +7.5% physical / +17.5% ki damage +5% physical / +12.5% ki damage redution +10% speed 55% reduction on ki generation per hit FSS = +10% physical / +5% ki damage +15% STAMINA regeneration +5% speed 33% reduction on ki generation per hit Kaoiken +2.5%/ +7.5%/ +15% damage dealt +7.5%/+15%/+25% speed 0/ +10%/ +30% damage taken 3.5/ 7/ 27 stamina drain/sec Kaioken x3 makes Z vanish cost only 1 bar Kaioken x20 makes Z vanish free and all stamina spending skills that aren't evasive skills (IE Neo Tri Beam) Golden Form +20% speed, +30% ki blast damage. Turns charged ki blast into a beam which has the damage of some ki supers. Purification Become Kid Buu with 15% more damage. Giant Namekian Become Giant and take Stamina damage isntead of health damage. + 10% more damage Flying Nimbus Gain Super Armor Closing Hope this guide was helpful. Most numbers gotten from Reddit or personal testing. Also special thanks to Clownsanity Phil Ravenjim Tsuyara for getting a good chunk of these numbers as well as a few formulas and stuff.



I have found lately that there still isn’t an up-to-date definitive transformation stat list for Xenoverse 2 that lists ALL benefits and drawbacks of each form. Most youtubers or forum sites just say the main benefits, but don’t cover everything. For example, I always thought that Super Saiyan forms have a stamina recovery debuff as well as a ki debuff, but apparently that’s just Super Saiyan 3. So to clear up any further confusion, I put this information together myself in the hopes that it is more accessible and more google-able in the future. My primary source: DemonBoy (@o0DemonBoy0o on twitter) (Note: this list is 95% the work of DemonBoy, who is an absolute legend in the Xenoverse community. I simply added my own notes to it and organized it for greater clarity. I also wanted to make it easier to google as I forget where to find this information every 5 months or so). Additionaly @TheRechow is a highly well-regarded dataminer in the Xenoverse 2 community. Follow these fellas if you are interested in patch notes translations, stat numbers, changes/buffs made to the game, datamined supersoul previews, and other helpful Xenoverse information. Secondary Sources: DBX2 Wiki, and the following Youtubers: Steedoj, Burcol, supersaiyancabby28. ( I used these sources just to compare what things are said about various transformation. For example, SSG was the trickiest to pinpoint exact stats for). Transformation stats 2023 (categorized by race alphabetically) Update: Now with Ultra Instinct transformation stats as of patch 1.21. Also see: The Numbers Guide By Archmage MC. It's always good to compare and contrast information with other sources, and Archmage's guide is very solid. He also has a deep dive guide on how to play Female Majins, which I highly recommend. General Information about Transformations Every transformation can have their stamina broken during its animation (some with larger windows of opportunity than others) Most transformations requires a certain amount of ki to activate. In the case of Kaioken and Super Saiyan, you need increasing amounts of ki to activate higher levels of the transformation. The benefits and drawbacks of transformations stack with base character traits, skill point allotment, and super soul effects. The majority of transformations have built-in pro's and con's that have to be weighed with their use. Each of them has strengths and weaknesses that need to be taken into consideration to best optimise their use. Even examples such as Super Saiyan God and Potential Unleashed encourage specific play styles, despite their lack of inherent downsides. All Races Kaioken Benefits: Decrease Vanish Stamina Cost | -25% Increase Enemy Stamina Damage | +10% Increase all Attack Damage | +2.5 Increase Ground Speed | +5% Increase Air Speed | +5% Increase Boost Speed | +5% Increase Dash Speed | +2.5% Drawbacks: 1 bar of ki (100 ki) required to activate Activates Stamina Auto-Drain | -6% Increase User Stamina Damage Taken | +5% X3 Kaioken Benefits: Decrease Vanish Stamina Cost | -50% Increase Enemy Stamina Damage | +15% Increase User Stamina Damage Taken | +10% Increase all Attack Damage | +7.5% Increase Ground Speed | +10% Increase Air Speed | +20% Increase Boost Speed | +10% Increase Dash Speed | +5%" Drawbacks: 3 bars of ki (300 ki) required to activate Activates Stamina Auto-Drain | -12% Increase User Stamina Damage Taken | +5% (meaning the stamina penalty for blocking attacks is increased) Increase all Damage Taken | +10% X20 Kaioken Benefits: Decrease Vanish Stamina Cost | -100% (vanishes are free) Increase Enemy Stamina Damage | +30% Increase all Attack Damage | +15% Increase Ground Speed | +15% Increase Air Speed | +25% Increase Boost Speed | +25% Increase Dash Speed | +10% Drawbacks: 5 bars of ki (500 ki) required to activate Increase all Damage Taken | +30% Activates Stamina Auto-Drain | -46% (stamina bars drain rapidly, potentially leaving the user vulnerable if stamina depletes completely) Increase User Stamina Damage Taken | +25% (meaning the stamina penalty for blocking attacks is increased dramatically) Potential Unleashed Benefits: Increase all Attack Damage | +15% Decrease all Damage Taken | -5% Increase ki recovery from combos | +6.67% ->Note: While the gain is marginal, it is technically 91.67% better ki recovery than Super Saiyan 3. This is worth noting as these transformations tend to be compared to one another. Increase Ground Speed | +11% Increase Air Speed | +7% Increase Boost Speed | +11% Increase Dash Speed | +7% No Super Saiyan vanish effect for combos and supers (arguably a benefit) Drawbacks: 5 bars of ki (or 500 ki) required to activate No Super Saiyan vanish effect for combos and supers (arguably a drawback) Beast Transformation -> Info provided by steam user Torston, verified by my own testing as well as dataminer TheRechow Benefits: Increase all Attack Damage | +30% Increase ki recovery from combos | +20% Custom Heavy attack string Has Vanish Attack in combos, regardless of player character race Custom hair transformation for the first time in this game (if applicable- you won't suddenly grow hair as a Namekian, Majin, or Frieza race) Drawbacks: Increase all Attack Damage taken | +20% Does not have Vanish Supers like SSJ 500 Ki consumed upon transforming Hair so comically tall that it makes me feel like anime Marge Simpson Tips for transforming into Beast without having your guard broken: -Activating a super soul limit burst with the Super Armor effect would help you transform safely - Using the strike skill Justice Blade and transforming during the animation will stall your opponent from retaliating for a short time Additional notes about Beast: - The transformation actually swaps out the player's hair AND eyes for models based on Gohan's. If your character features a scar over their eye, then it will disappear while the transformation is active. It will add hair despite baldness, add pupils to those who lack it, whitens the black eye sclera of Majins and shrinks the pupils of Namekians (info courtesy of Torston). - It seems that this transformation does not increase movement speed, which is a notable departure from the trend set by most other transformations in this game. - As of May 2024, Beast's animation speed was increased slightly in the beginning of the animation. Super armour ilimit burst is still recommended to avoid being stamina broken. Ultra Instinct -> Note that this transformation is brand new, so not all of it's benefits and quirks are known yet. Below is what I have found from initial testing. Benefits: Ultra Instinct auto-dodge becomes enabled (roughly at a cost of 1/2 bar of stamina per basic attack) Can activate a unique counter move with additional input while dodging Unique counter move activates if you are attacked while transforming Regular charged ki blasts become Soaring Fist super, can dash after opponent to continue combo Charged ki blasts become Spirit Pulse super Surging Spirit charge move is available while blocking, no longer need to take up a move slot just to charge on your character Drawbacks: No attack buffs whatsoever No noticeable change in speed Dodging attacks drain stamina You revert to base form when stamina is broken Ki blast super changes may actually turn out to be weaker than regular ki blasts, as it appears to count basic ki bast damage boosters rather than super or strike buffs Additional notes about Ultra Instinct: - This ability functions differently from other transformations in that it seems to be more about changing your base CaC's behaviour rather than enhancing their damage potential. - Female Majin CaCs benefit from UI the most as they have extremely fast stamina break recovery. Combining UI's auto-counter while transforming with a super soul like "GAAAH" or "I like you better when you're mad" will probably make Female Majins absolutely busted with this skill. As of May 2024: - UI no longer costs 500 ki to transform. It simply requires the 500 ki to activate. - Additionally, normal ki blasts were added back to the transformation, with charged ki blasts resulting in soaring fist/ spirit pulse effect. Earthlings Power Pole Pro Benefits: No ki required to activate Activates Super Armor (Damage) | 5% of Max HP Increase Basic Melee Damage | +5% Increase Strike Skill Damage | +5% Increase Boost Speed | +5% Drawbacks: Widely regarded as the worst awoken in the game-> It is an unconventional awoken that changes earthling combos in a manner that is unintuitive and inconsistent with regular gameplay. It is a difficult skill to extract meaningful damage from, does not utilize any of the strengths of earthling playstyles, and it is easy to get knocked out of. Note: you can perform a standing combo loop with it at close range by tapping HHHHH > Guard cancel ("H" being "Heavy" attack inputs for those not familiar with fighting game language). It limits your mobility but the step cancel input that does the circular vertical flip also gives a ton of invincibility frames. - info courtesy of Demon Lord Frieza Race Turn Golden Benefits: Increase Basic Ki Blast Damage | +20% Increase Ki Skill Damage | 30% Increase Ground Speed | +15% Increase Air Speed | +15% Increase Boost Speed | +15% Increase Dash Speed | +5% Changes basic ki blasts to a completely unique style (Ki blasts become straight shooting purple blasts, charged ki blast becomes a death beam) Drawbacks: 3 bars of ki (300 ki) to activate Decrease Ki Restoration Rate | -10% Increase all Damage Taken | +15% (this is especially rough as Frieza race has one of the lowest health pools in the game) Charged basic ki blast no longer has paralysing ability inherent to the Frieza race Majin Race Purification Benefits: Increase Basic Melee Damage | +20% Increase Basic Ki Blast Damage | +20% Increase Strike Skill Damage | +15% Increase Ki Skill Damage | +15% Increase all Damage Taken | +25% Increase Ground Speed | +10% Increase Air Speed | +7% Increase Boost Speed | +10% Increase Dash Speed | +7% Stamina recovery is not interrupted by user attacks (meaning your stamina is in recovery essentially at all times) Drawbacks: 300 ki (or 3 bars of ki) to activate Increase all Damage Taken | +25% Stamina breaks knock the user out of the transformation User becomes locked to Kid Buu’s entire moveset while in this form (including combos, ki blast variations, and ki/strike supers). You are effectively a different colored copy of Kid Buu. Namekians Become Giant Benefits: Activates Ki Auto-Recovery | +40% Increase Basic Melee Damage | +15% Increase Basic Ki Blast Damage | +10% Increase Strike Skill Damage | +15% Increase Ki Skill Damage | +10% Super Armor Stamina is damaged instead of health Drawbacks: 300 ki (or 3 bars of ki) to activate Activates Stamina Auto-Drain | -40% Decrease Stamina Restoration Rate | -50% Increase User Stamina Damage taken | +35% Large target (hard for opponents to miss supers and ultimate attacks when targeting you) User is knocked out of transformation when stamina is drained or broken Saiyans (Note: I include the vanishing effect of Saiyan specific transformations applied to combos and charged signature supers as both a benefit and a drawback. Many players dislike the effect as it can make their combos slower/ less reliable due to the additional animation frames). Super Saiyan Benefits: Increase Basic Melee Damage | +10% Increase Basic Ki Blast Damage | +5% Increase Strike Skill Damage | +10% Increase Ki Skill Damage | +5% Increase Ground Speed | +3% Increase Air Speed | +1% Increase Boost Speed | +3% Increase Dash Speed | +1% Decrease Basic Melee Damage Taken | -5% Decrease Strike Skill Damage Taken | -5% Vanishing effect for starting combos and for charged signature ki blast supers Drawbacks: 3 bars of ki (300 ki) required to activate Decrease Ki Restoration Rate | -35% Some people aren't crazy about the vanishing for starting combos or for charged signature ki blast supers, as it can be unreliable for supers and slow combos down Super Saiyan 2 Benefits: Increase Basic Melee Damage | +15% Increase Basic Ki Blast Damage | +7.5% Increase Strike Skill Damage | +15% Increase Ki Skill Damage | +7.5% Increase Ground Speed | +7% Increase Air Speed | +5% Increase Boost Speed | +7% Increase Dash Speed | +5% Decrease Basic Melee Damage Taken | -10% Decrease Basic Ki Blast Damage Taken | -5% Decrease Strike Skill Damage Taken | -10% Decrease Ki Skill Damage Taken | -5%" Vanish effect for combos and supers (arguably) Drawbacks: 4 bars of ki (400 ki) required to activate Decrease Ki Restoration Rate | -60% Vanish effect for combos and supers (arguably) Super Saiyan 3 Benefits: Increase Basic Melee Damage | +20% Increase Basic Ki Blast Damage | +10% Increase Strike Skill Damage | +20% Increase Ki Skill Damage | +10% Increase Ground Speed | +11% Increase Air Speed | +7% Increase Boost Speed | +11% Increase Dash Speed | +7% Decrease Basic Melee Damage Taken | -15% Decrease Basic Ki Blast Damage Taken | -10% Decrease Strike Skill Damage Taken | -15% Decrease Ki Skill Damage Taken | -10% Drawbacks: 5 bars of ki (500 ki) required to activate Decrease Ki Restoration Rate | -85% Note: there used to be a stamina debuff to SSJ3 where you would not recover ki faster when on the ground. This debuff has been removed and SSJ3 now has normal stamina recovery as of the Beast transformation update 1.20. Super Vegeta: Benefits: Increase Basic Melee Damage | +5% Increase Basic Ki Blast Damage | +10% Increase Strike Skill Damage | +5% Increase Ki Skill Damage | +10% Increase Ground Speed | +3% Increase Air Speed | +1% Increase Boost Speed | +3% Increase Dash Speed | +1% Decrease Basic Melee Damage Taken | -5% Decrease Strike Skill Damage Taken | -5% Drawbacks: 3 bars of ki (300 ki) required to activate Decrease Ki Restoration Rate | -35% Vanish effect for combos and supers (arguably) Super Vegeta 2 Benefits: Increase Basic Melee Damage | +7.5% Increase Basic Ki Blast Damage | +17.5% Increase Strike Skill Damage | +7.5% Increase Ki Skill Damage | +17.5% Increase Ground Speed | +7% Increase Air Speed | +5% Increase Boost Speed | +7% Increase Dash Speed | +5% Decrease Basic Melee Damage Taken | -5% Decrease Basic Ki Blast Damage Taken | -12.5% Decrease Strike Skill Damage Taken | -5% Decrease Ki Skill Damage Taken | -12.5% Vanish effect for combos and supers (arguably) Drawbacks: 4 bars of ki (400 ki) to activate Decrease Ki Restoration Rate | -50% Vanish effect for combos and supers (arguably) Future Super Saiyan Benefits: Increase Stamina Restoration Rate | +15% Increase Basic Melee Damage | +10% Increase Basic Ki Blast Damage | +5% Increase Strike Skill Damage | +10% Increase Ki Skill Damage | +5% Increase Ground Speed | +3% Increase Air Speed | +1% Increase Boost Speed | +3% Increase Dash Speed | +1% Vanish effect for combos and supers (arguably) Drawbacks: 3 bars of ki (300 ki) to activate Decrease Ki Restoration Rate | -35% Inability to transform into higher tiers of super saiyan Vanish effect for combos and supers (arguably) Super Saiyan God (Note: this is sourced from the dbx2 wiki, so take with a grain of salt. It is also not clear if there are differences between the Male and Female vairants.) Benefits: Increase Basic attacks | +40% Increase Ki recovery | +50% Increase Ground Speed | +12.5% Increase Air Speed | +12.5% Increase Boost Speed | +12.5% Increase Dash Speed | +12.5% Light combos ending with a heavy attack deal between 20% and 36% more damage on the final strike (this exact damage boost seems to be disputed). When the inputs are timed correctly, you will hear a sharp sound that confirms whether the final strike lands. Vanish effect for combos and supers (arguably) Drawbacks: 3 bars of ki (300 ki) to activate Combo inputs need to be timed carefully in order to maximize damage output (this is barely even a downside as it’s still an excellent skill whether this mechanic is optimally utilized or not) *** Needs verification*** - Male and female variants are different (reportedly female variant has a greater movement speed buff and combos ending with a heavy attack send opponents to the ground) Vanish effect for combos and supers (arguably) Super Saiyan God Super Saiyan -> updated since the Beast Awoken free DLC, changes noted courtesy of TheRechow and thanks to Torston who brought these changes to my attention Benefits: Increase Stamina Restoration Rate | +30% Increase all Attack Damage | +25% Decrease all Damage Taken | -5% (formerly increased damage taken by +10%) Increase Ground Speed | +11% Increase Air Speed | +7% Increase Boost Speed | +11% Increase Dash Speed | +7% Vanish effect for combos and supers (arguably) Drawbacks: 500 ki (or 5 bars of ki) to activate Activates Ki Auto-Drain | -10% (formerly 20%) Decrease Ki Restoration Rate | -40% Stupid transformation name Vanish effect for combos and supers (arguably) Super Saiyan God Evolution -> updated since the Beast Awoken free DLC, changes noted courtesy of TheRechow and thanks to Torston who brought these changes to my attention Benefits: Increase Stamina Restoration Rate | +40% Decrease all Damage Taken | -10% Increase all Attack Damage | +35% Increase Ground Speed | +15% Increase Air Speed | +15% Increase Boost Speed | +15% Increase Dash Speed | +7% Vanish effect for combos and supers (arguably) Drawbacks: 500 ki (or 5 bars of ki) to activate Activates Ki Auto-Drain | -18% (formerly 28%l) Decrease Ki Restoration Rate | -40% Vanish effect for combos and supers (arguably) Non-CaC/Cast Character Specific SSB Kaioken (Goku) Benefits: Decrease Vanish Stamina Cost | -75% Increase all Attack Damage | +15% Increase Ground Speed | +12% Increase Air Speed | +12% Increase Boost Speed | +11% Increase Dash Speed | +11% Drawbacks: Activates HP Auto-Drain | -25% Increase all Damage Taken | +15% x10 SSB Kaioken (Goku) Benefits: Decrease Vanish Stamina Cost | -100% Increase all Attack Damage | +35% Increase Ground Speed | +17% Increase Air Speed | +17% Increase Boost Speed | +15% Increase Dash Speed | +15%" Drawbacks: Activates HP Auto-Drain | -46% Increase all Damage Taken | +30% Pure Progress (Hit) Benefits: Increase Ki Restoration Rate | +10% Increase all Attack damage | +10% Increase Speed | +5%" Drawbacks: None, as of the Beast Transformation update 1.20. Formerly there was a 10% stamina recovery penalty at this stage. Pure Progress Stage 2 (Hit) Benefits: Increase Ki Restoration Rate | +30% Increase all Attack damage | +30% Increase Speed | +10%" Drawbacks: None, as of the Beast Transformation update 1.20. Formerly there was a 30% stamina recovery penalty at this stage. Gogeta (DBS) Super Saiyan * This list needs verification, please comment below if you have information to modify here. Credit to Steedoj's video "Why Is TRANSFORMING Gogeta So Strong? (All Hidden Buffs & Fast Transform) | Dragon Ball Xenoverse 2" for helping cross-reference my gameplay experience for this entry. Benefits: Increase Basic Melee Damage | +20% Increase Basic Ki Blast Damage | +20% Increase Strike Skill Damage | +35% Increase Ki Skill Damage | +35% Decrease Damage Taken | -10% Increase Movement Speed | +12.5% Vanishing effect for starting combos and for charged signature ki blast supers Can transform instantly as part of a combo Drawbacks: 3 bars of ki (300 ki) required to activate Decrease Ki Restoration Rate | -75% (Estimated) Reduced Stamina Recovery | -20% (estimated) Super armour for transformation in mid-combo is very brief *Note: Many sources suggest that Gogeta (DBS)'s damage is a flat 30%, but the testing I have done does not reflect this data. It appears that his normal attacks are closer to 20% damage, but his supers and ultimate attacks hit around 35%. For his ki recovery, base combos recover 4 bars, whereas transformed recovers only 1. It's hard to tell exact stats with his ki recovery super soul active, so I put -75% as a conservative estimate. His stamina recovery is still good while transformed, but compared to his base state its like the difference between SSB and base for CaC saiyans. Hence, the estimate of -20% to stamina recovery. Super Sonic Transformation (Dyspo) Note: These are tentative stats, and needs further confirmation. Credit to CGvideoz for his breakdown video that measures stats such as speed increase and stamina drain (titled "SUPERSONIC MODE TRANSFORMATION BREAKDOWN AND TEST | WHAT DOES IT ACTUALLY DO? | XENOVERSE 2 DLC 14"). *I have now done my own testing on this character, and can confirm the following info* Benefits: No ki requirements to activate Increase Basic attack Damage | +15% (damage is variable as certain combo finishers deal bonus damage approaching 25%, so 15% is the most consistent baseline I have found) Increase Strike attack Damage | +10% Increase Ki attack Damage | +10% Increase Movement Speed | 62.5% (approximately) Justice Blade teleports to the opponent After grabbing, you are now able to follow up with a combo or a super. Drawbacks: Stamina drain (1 bar of stamina every 8 seconds) No free vanishes like Kaioken, so stamina drains even quicker if vanishing Heavy stamina break when stamina is depleted Tips for this transformation's use: •Your stamina can't be broken when doing ultimates •You can combo after a grab •You can cancel more combos meaning more loops •His blade attack tracks (Credit to a fellow who goes by Toon, I took these tips from his comment below SeeReax's "My Name DYSPO!!" YouTube video). DBS Gohan (Potential Unleashed) *Note: This is what I have found to be concretely observable. The main takeaway here is that DBS Gohan's version of PU is more or less the same as DBZ/Custom mentor Gohan. Benefits: The miracle of sight- he no longer needs his glasses 15% increase to all attacks Slightly faster movement speed, noticeably faster boost dash (likely the same as regular Potential Unleashed) Cool stance and hair change No Super Saiyan vanish effect for combos and supers (arguably a benefit) Drawbacks: Slightly longer transformation animation than regular Potential Unleashed 500 ki to activate No Super Saiyan vanish effect for combos and supers (arguably a drawback) Becomes blind again when untransformed (puts his glasses back on) Notes: - Again I need to stress this- DBS Gohan probably just has regular Potential Unleashed with a new transformation animation. I can't say for sure though, so I only wrote the information that I could concretely observe with my own testing. You are welcome to cross reference this entry with the CaC version of PU at the front of this guide if you want the most detailed numbers possible. DBZ Broly (Restrained) *Needs further verification, as these stats come from my own testing exclusively. Benefits: Gain 5 additional bars of ki capacity 25% increase to all attack damage (5% from his version of Super Saiyan, 20% from super soul effect) 10% damage reduction (approximately) No ki recovery penalty (before transformation ki recovery rate is 0.75 due to super soul) Drawbacks: Consumes 300 ki to activate Debuffed when untransformed (due in part to his super soul effect) Long transformation animation Cannot turn Super Saiyan off Gigantic Explosion not usable unless he is transformed Notes: - Broly's version of Super Saiyan is different from the CaC or Cast Character variants. It extends his ki capacity and does not seem to offer any debuffs. Most of his strengths and weaknesses actually come from his super soul. - I found no observable speed differences in either dashing or boost dashing. This is consistent with regular Super Saiyan, as the speed boosts for it's variants tend to be marginal if any. - Many of his moves gain additional benefits when Broly his transformed. They are not listed here however, as the changes come from the moves themselves and have nothing to do with Broly's version of Super Saiyan specifically.



神龙许愿清单简易指南 愿望列表: 愿望1 - 我想要钱!= 500,000 zeni 愿望2 - 我想要稀有物品!= 好运萝卜(配饰;背部佩戴) 愿望3 - 我想换身衣服 = 水晶战斗服(首次)、黄金战斗服(第二次) 愿望4 - 我想变得更强 = 6个灵魂回声装置 + 3个灵魂扩散混合装置 愿望5 - 我想升级 = 等级提升1级 愿望6 - 我想要新的终极技能!= 时间跳跃/莫洛托夫(首次)、冰炮 + 燃烧旋转(第二次) 愿望7 - 我想要新的超级技能!= 闪光鱼粉碎(首次)、冰爪 + 冰原 + 爆发攻击 + 爆发反射(第二次) 愿望8 - 我想要更多可用角色!愿望9 - 我想重获新生!= 重置属性(以便重新分配) 愿望10 - 我想变得美艳动人!= 允许编辑角色外观(无法更改性别/种族/姓名) 愿望11 - 我想要奖牌!= 10枚奖牌 200枚奖牌(据称已更改) 愿望12 - 我想换更多装扮!= 龟仙人套装(饰品) 愿望13 - 我想要另一个新的终极技能!= 负能量弹 愿望14 - 我想要另一个新的超级技能!= 龙闪弹+旋风刃 愿望15 - 我想填饱肚子!30个布丁 愿望16 - 我想成为超级赛亚人之神 = 解锁向比鲁斯学习超级赛亚人之神(SSG)的能力(需要与指导者达到5级最大友好度) 愿望? - 我想变得更强! = 等级提升3级(仅可在等级上限79、84、87、90、93和96级时使用?) 获取龙珠: 大多数玩家倾向于刷平行任务4(准备迎接赛亚人的攻击!)或24(超级赛亚人传说);目标是在3名巡逻者出现时向他们发起挑战。每个巡逻者被击败后都有几率掉落一颗龙珠,因此有可能在一次任务中获得多颗龙珠(尽管可能性不大)。 正如许多评论者所指出的,平行任务23(那美克星的爆炸)也是一个可行的选择。这也是我个人常用的任务。快速击败弗利萨后,你将有机会直接触发三名巡逻者的生成。












