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Dragon Ball Xenoverse 2 (Windows)

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Title Screen

Dragon Ball Xenoverse 2

Also known as: DBXV2
Developer: Dimps
Publisher: Bandai Namco
Platforms: Windows, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X, Nintendo Switch, Google Stadia (discontinued)
Released internationally: October 27, 2016


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
Sgf2-unusedicon1.png This game has unused abilities.
SoundIcon.png This game has unused sounds.


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This page is rather stubbly and could use some expansion.
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Spend $40, get newer experience!
This game is receiving new content, by way of Expansion Packs and/or Downloadable Content.
Be aware that any unused content you find may become used in the future. If this does happen, please specify as such!

Dragon Ball Xenoverse 2 is, as you may have guessed, the sequel to Dragon Ball Xenoverse and second installment of the Xenoverse series.

Hmmm...
To do:
A few things.
  • Find more content.
  • The old transformation Ultimate/Super moves from Xenoverse 1 are left over somewhere in the game's files, such as the old Super Saiyan Transformations, Kaioken, x3, and x20, and Potential Unleashed. Along with other files being carried from Xenoverse 1 such as Final Form Demigra's model. Check to see if his voice data is still there.
  • There are unused cutscenes meant for Parallel Quests/Expert Missions/Raid Bosses, make sure to look at those.
  • If the character section gets too crowded make sure to add a sub-page for it.

Contents

Unused/Unplayable Characters

There are a handful of characters that are either hidden, unplayable, or game version locked including unused portraits. These characters can be unlocked through the Xenoverse Modding tool, using the settings provided.

In addition, most Super Saiyan states and portraits you will find in this list are inaccessible to the player, though their still work if their variants and transformations are modded into a battle.

Goku

Large Eyes (Turtle Gi)

XV2-GokuSmile.png
A variant of Goku with large eyes and a smiling face that is only used during cutscenes. It is normally inaccessible to the player, but still contains fully functional animations and voice files. This portrait goes completely unused unless this variant is modded into a battle.

  • Code: GOK
  • Costume index: 16
  • Model preset: 0

Large Eyes (Whis Gi)

Comparison between GOK 18 (left) and GOK 19 (right)

Another version of Goku with large eyes and a neutral face, but this one wears the Whis Symbol Gi and that is only used during cutscenes from the Hero Colosseum. This version, however, also lacks a portrait.

  • Code: GOK
  • Costume index: 19
  • Model preset: 0

Damaged Gi - Zamasu Saga

GOK 020.png
A version of Goku with his damaged gi from the Zamasu/Future in Ruins saga only used during cutscenes which is normally inaccessible to the player. This portrait is also only used during story mode dialogue.

  • Code: GOK
  • Costume index: 20
  • Model preset: 0

Gohan (Teen) (Base Form)

Base form Teen Gohan in a story mode cutscene

Normally, in both Xenoverse games, Teen Gohan is only playable in his Super Saiyan form, which can then transform into Super Saiyan 2 with the use of an ultimate (XV1) or awoken skill (XV2). Despite this, however, in both games a version of Teen Gohan in his base form is also present, though it only appears in cutscenes and cannot be accessed by the player without hacking.

The reason for this decision was probably due to the way transformations worked in the first game, in which awoken skills, then classified as ultimates, only contained one transformation, unlike the 2nd game, in which more than one stage could be contained in a single technique. Therefore, in order to have Gohan transform from Super Saiyan 1 to Super Saiyan 2, they had to have him already start the battle in his transformed state. This issue, however, was never fixed during the transition to or the lifespan of the second game, leading his base form to remain unplayable.

  • Code: GHM
  • Costume index: N/A (requires further modifications)
  • Model preset: 0

Gohan (Adult)

Super Saiyan 1/2 (Turtle Hermit Gi)

GHL 001 SS1.png

SS2 Gohan wearing his Turtle Hermit Gi

All versions of Adult Gohan can go Super Saiyan, however not all of them are playable. During the transition from the first to the second game, Adult Gohan lost his preset wearing the Turtle Hermit Gi that could go Super Saiyan and, as such, this version can now only be fought against during various Parallel Quests where it is still present. Shares the same preset for both Super Saiyan and Super Saiyan 2.

  • Code: GHL
  • Costume index: 1
  • Model preset: 1

Villainous

DBXV1 Villainous Adult Gohan.png
This version of Potential Unleashed Adult Gohan was originally unused in Xenoverse 2 outside of the Switch port, which included the "Legend Patrol", a mode that lets you play through the Dragon Ball Xenoverse story mode (as the Switch did not receive a port of the first game). The Legend Patrol was later added as paid DLC to the PC, Xbox One and PS4 versions of the game, meaning that, while you can fight them during the story mode quests, they are unusable by the player without hacking, though still work normally if done so. All villainous characters were unlockable and playable in the first game, but this is no longer the case in the sequel.

  • Code: GHL
  • Costume index: 4
  • Model preset: 0

Super Saiyan (Tracksuit)

SS Gohan wearing his Tracksuit

Tracksuit Adult Gohan can also go Super Saiyan, but this version goes completely unused in the game and does not have its own preset.

  • Code: GHL
  • Costume index: 5
  • Model preset: 1

Vegeta

Damaged Battle Suit - Saiyan Saga

VGT 002.png
VGT 002 SS1.png
This version of Vegeta has a broken version of his saiyan saga battle suit, though it is only used in the main story mode cutscenes. Interestingly enough, however, the game does contain an unused preset of Vegeta simply titled "Vegeta - 2" wearing this exact costume with the same skills as his "Battle Suit 3" preset. Its Super Saiyan state and portrait go entirely unused, as they do not appear anywhere in-game.

  • Code: VGT
  • Costume index: 2
  • Model preset: 0

Villainous

DBX1 Villainous Vegeta.png
This version of Super Saiyan 2 Vegeta is unused in Xenoverse 2 outside of the Legend Patrol.

  • Code: VGT
  • Costume index: 13
  • Model preset: 0

Damaged Battle Suit - Zamasu Saga

XV2-VegetaSuitless.png
Just like Goku, a version of Vegeta with his broken battle suit from the Zamasu/Future in Ruins saga only used during cutscenes. This portrait is also only used during story mode dialogue.

  • Code: VGT
  • Costume index: 17
  • Model preset: 0

Trunks

Future - Battle Suit (Swordless)

TRX 003.png
TRX 003 SS1.png
A version of Future Trunks without his sword that is only used during cutscenes. Contains his own portraits, though his Super Saiyan state goes entirely unused. These versions technically still use their sword as part of their combos, though they appear invisible when performing them.

  • Code: TRX
  • Costume index: 3
  • Model preset: 0

Future - Capsule Corp Shirt (Swordless)

TRX 010.png
TRX 010 SS1.png
Same thing as the previous entry, though this one was introduced during as part of the DLC story mode from the Future Saga Chapter 1 DLC pack. Super Saiyan version goes entirely unused.

  • Code: TRX
  • Costume index: 10
  • Model preset: 0

Villainous

DBXV1 Villainous Trunks.png
This version of Super Saiyan Trunks is unused in Xenoverse 2 outside of the Legend Patrol.

  • Code: TRX
  • Costume index: 8
  • Model preset: 0

GT (Swordless)

TRX 004.png
TRX 004 SS1.png
A version of GT Trunks without his sword that is only used during cutscenes. It contains his own portraits, though his Super Saiyan state goes entirely unused.

  • Code: TRX
  • Costume index: 4
  • Model preset: 0

Future (DB Super) - Super Saiyan Rage

TRF 002.png
A version of Future Trunks from DB Super was introduced as part of the Super Pack 4 DLC story mode and later returning during the Infinite History storyline, though it is normally inaccessible to the player.

  • Code: TRF
  • Costume index: 2
  • Model preset: 2

Masked Saiyan (Broken Mask)

Masked Saiyan (Broken Mask).png
While used in cutscenes from the story mode, the character itself is locked, leaving a character portrait to be unused. He is, however, playable on the Hero Colosseum, which contains a figure of him with his broken mask.

  • Code: BDK
  • Costume index: 4
  • Model preset: 0

Nail (Blue Coat)

XV2-NailVest.png
A variant of Nail which normally only appears in the Guru's House Time Rift but which is also fully playable if modded into the game. This portrait goes completely unused unless this variant is modded into a battle.

  • Code: NIL
  • Costume index: 1
  • Model preset: 0

Captain Ginyu (Zamasu)

GNY 002.png
An alternate version of Capitain Ginyu introduced as part of the Future Saga Chapter 1 DLC pack as your ally in Parallel Quest #169, "Reclaiming a Holy Vessel", though he cannot be unlocked by the player.

  • Code: GNY
  • Costume index: 2
  • Model preset: 0

Frieza (Full Power) (Villainous)

DBXV1 Villainous Full Power Frieza.png
This version of Full Power Frieza is mostly unused outside of the Legend Patrol, however he can still be fought against in the 85th Parallel Quest, "Power Berserkers" on all platforms. CI #2 is interestingly skipped in Final Form Frieza's costume information.

  • Code: FR5
  • Costume index: 3
  • Model preset: 0

Mr. Satan (No Jetpack)

XV2-SatanNoJetpack.png
A variant of Mr. Satan/Hercule without the jetpack he normally uses. His jetpackless model can be seen on multiple occasions throughout the game, including story mission cutscenes, the main lobby and Hercule's House Time Rift. However, as he is not normally accessible in battle without hacking, this portrait goes entirely unused within the game. His playable Villainous Mode variation does not contain a jetpack, though it uses a different portrait when in battle.

  • Code: STN
  • Costume index: 0
  • Model preset: 0

Cell

Semi-Perfect Form

CL2 000.png
Cell's Imperfect Form was introduced during the collab with The Breakers as an enemy character that can be fought against in the mini side story. Despite this, however, Semi-Perfect Cell cannot be unlocked or accessed by the player. Interestingly, however, he is one of the very few villain characters to not have Supervillain Power or Villainous Mode states.

  • Code: CL2
  • Costume index: 0
  • Model preset: 0

Perfect (Villainous)

Comparison between Villainous Mode Perfect Cell (left) and Full Power Cell (right)

This version of Perfect Cell is similar to CL4-002, having a full purple body but containing no aura and being regular Perfect Cell instead of his Full Power version. It was scrapped during development of the first game, and as such it goes unused in both of them. This one, however, does not have a unique portrait.

  • Code: CL3
  • Costume index: 2
  • Model preset: 0

Full Power (Villainous)

DBXV1 Villainous Perfect Cell.png
This version of Full Power Cell is unused in Xenoverse 2 outside of the Legend Patrol.

  • Code: CL4
  • Costume index: 2
  • Model preset: 0

Dabura (No Majin Mark)

DBR 001.png
DBR 001 GK1.png
DBR 001 KY1.png
A version of Dabura that can be fought against in a lot of DLC quests but which is not accessible to the player for whatever reason. Supervillain Power and Villainous states go entirely unused, though they also have their own portraits.

  • Code: CL4
  • Costume index: 1
  • Model preset: 0

Broly (Z) (Villainous)

DBZ Broly - XV1 Villainous.png
This version of Z Broly is entirely unused in Xenoverse 2 as it is also absent from the Legend Patrol, though it still remains in the game's files and is fully functional like all other Villanous Mode characters.

  • Code: BRL
  • Costume index: 1
  • Model preset: 0

Kid Buu (Villainous)

Kid Buu - XV1 Villainous.png
This version of Kid Buu is unused in Xenoverse 2 outside of the Legend Patrol.

  • Code: BUS
  • Costume index: 1
  • Model preset: 0

Gotenks

Super Saiyan 2

Super Saiyan 2 Gotenks

Just like Goku, Gotenks can also go Super Saiyan 2. This transformation, however, goes completely unused on him in the game as it does not appear in any mission or quest and his awoken skill only contains Super Saiyan 1 and 3. It also lacks its own portrait.

  • Code: GTX
  • Costume index: 0
  • Model preset: 2

Villainous

DBXV1 Villainous Gotenks.png
This version of Super Saiyan 3 Gotenks is unused in Xenoverse 2 outside of the Legend Patrol.

  • Code: GTX
  • Costume index: 1
  • Model preset: 0

Demon God Demigra (Final Form)

DBXV1 Demon God Demigra Final Form icon.png
Final Form Demigra is unused in Xenoverse 2 outside of the Legend Patrol.

  • Code: DM2
  • Costume index: 0
  • Model preset: 0

Zamasu

Goku

ZMS 001.png
Both of these versions of Zamasu were introduced as part of the Future Saga Chapter 1 DLC pack, and while they can be fought against in story missions and Parallel Quests, they cannot be accessed by or unlocked by the player.

  • Code: ZMS
  • Costume index: 1
  • Model preset: 0

Ginyu

ZMS 002.png

  • Code: ZMS
  • Costume index: 2
  • Model preset: 0

Giant Characters

Giant characters only appear as enemies in story missions, parallel quests, expert missions and quests, though they cannot be used by the player without hacking.

Great Ape Vegeta

Battle Suit

OSV 000.png

  • Code: OSV
  • Costume index: 0
  • Model preset: 0

Broken Battle Suit

OSV 001.png

  • Code: OSV
  • Costume index: 1
  • Model preset: 0

Great Ape Nappa

Battle Suit

OSN 000.png

  • Code: OSN
  • Costume index: 0
  • Model preset: 0

Armorless

OSN 001.png

  • Code: OSN
  • Costume index: 1
  • Model preset: 0

Great Ape Bardock

OSB 000.png

  • Code: OSB
  • Costume index: 0
  • Model preset: 0

Golden Great Ape Baby

OBB 000.png

  • Code: OBB
  • Costume index: 0
  • Model preset: 0

Cell Max

Normal

SIM 000.png

  • Code: SIM
  • Costume index: 0
  • Model preset: 0

Damaged

SIH 000.png

  • Code: SIH
  • Costume index: 0
  • Model preset: 0

NPC Portraits

In addition to the normally playable characters with unused costumes or presets, certain in-game NPCs also have their own portraits, which also go unused.

Bulma (Z)

BLM 000.png

  • Code: BLM

Bulma (Super)

BLF 000.png

  • Code: BLF

Grand Elder Guru

SCR 000.png

  • Code: SCR

Toki Toki

TKT 000.png

  • Code: TKT

Unused Sounds

Unused Battle/Quest Dialogue

Great Ape Vegeta/Bardock

All four Great Ape characters contain 3 voices lines each intented for the intro sequence of a Versus Mode battle, but all of them go unused as none of the Great Apes are playable without hacking. Great Ape Vegeta and Bardock both share the same voice files. They are also all leftovers from the first game.

Battle Dialogue English Japanese
000
001
002

Great Ape Nappa

Battle Dialogue English Japanese
000
001
002

Golden Great Ape Baby

Battle Dialogue English Japanese
000
001
002

Demon God Demigra

Within the game's files are various lines of dialogue for Demigra intended for Free Battles and Parallel Quests. The first batch is for single, dual or triple battles in addition to ally interactions, and the second for when you face him as an enemy. However, since he does not appear in a single quest in the whole game and cannot be selected as a playable character, these lines are not heard anywhere within the game.

Interestingly, this is not the case for Final Form Mira, another boss character, as not only is his quest dialogue technically used during the DLC Parallel Quest #135, "Ribrianne, Defender of Love and Justice", but he does not have battle dialogue, only quest ones.

Battle Dialogue English Japanese
000
001
002
003
004
005
006
007
008
009
010
011
012
Quest Dialogue English Japanese
000
001
002
003
004
005
006
007
008
009
010
011
012
013
014
015
016
017
018
019
020
021
022
023
024
025

Demon God Demigra (Final Form)

Similar situation, but with different voice lines for his final form. Like Final Form Mira, this version of Demigra also lacks battle dialogue.

Quest Dialogue English Japanese
000
001
002
003
004
005
006
007
008
009
010
011
012
013
014
015
016
017
018
019
020
021
022
023
024
025

Fused Zamasu (Half-Corrupted)

Interestingly, Half-Corrupted Fused Zamasu completely lacks quest dialogue, in an opposite fashion to Final Form Mira and Demigra, while having unused battle dialogue.

Battle Dialogue English Japanese
000
001
002
003
004
005
006
007
008
009
010
011
012

Unused Skill Voice Files

Hmmm...
To do:
  • May or may not need a sub-page due to the sheer amount of these.
  • Many of these files are likely in the first game as well. Check to see if this is the case.
  • There are way more of these in the files beyond even the ones listed below. Document the rest of them.

There exists a ton of voice files meant to be played when certain characters use certain skills. Because these characters do not have access to many of the skills these files correspond to by normal means, a ton of voice files go unused. Using a skillset editor tool, it is possible to equip these skills onto these characters and listen to some of the unused clips in-game.

There are also cases not listed below of "generic" voice lines on certain characters that apply to more than one super, ultimate or evasive skills that are also not heard anywhere in-game as the skills that make use of them are absent from their skillset (such as Omega Shenron's "What's the matter? Struggled enough?" line which notably plays when using the evasive skill Dragon Burn, one that is not available for his partner customization, despite not being assigned to this skill in particular).

Goku

Skill English Japanese
Scissors Paper Rock
Power Pole
Meteor Burst

Goku (GT)

Skill English Japanese Notes
Super God Fist
Destructo-Disc
Kaioken
X3 Kaioken
X20 Kaioken
Solar Flare
Used in the first game on Goku (GT)'s second preset but absent in the sequel, including the custom partner variation.

Goten

Skill English Japanese
Spirit Bomb
Kamehameha Boost
Scissors Paper Rock
Power Pole
Justice Pose
Kaioken
X3 Kaioken
X20 Kaioken
Solar Flare
Dancing Parapara
Miracle Kneel

Gohan (Teen)

Skill English Japanese
Evil Explosion
Explosive Assult
Special Beam Cannon
Hellzone Grenade

Gohan (Future)

Skill English Japanese Notes
Kamehameha
Goes unused as the animation for the skills uses both arms, when Future Gohan's left arm is supposed to be broken.
Masenko
Evil Explosion

Krillin

Skill English Japanese Notes
Power Pole
Kaioken
Interestingly, this is a leftover from this game's predecessor, as Krillin did have access to Kaioken there, but that's no longer the case here.
X3 Kaioken
X20 Kaioken
Turtle Style Last Resort
Lullaby Punch
Cross Arm Dive
Super Kamehameha

Yamcha

Skill English Japanese Notes
Spirit Bomb
Kamehameha Boost
Power Pole
Kaioken
Like with Krillin, this is a leftover from this game's predecessor, as Yamcha did have access to Kaioken there, but that's no longer the case here.
X3 Kaioken
X20 Kaioken
Turtle Style Last Resort
Lullaby Punch
Cross Arm Dive
Scatter Kamehameha
RWKV
These files do not correspond to any skill that actually exists in the game. However, judging by the name and dialogue ("RWK" is the codename for Wolf Fang Fist or Rouga Whowhoken in Japanese, and "V" is used at the end of every codename for DUAL Ultimates), it seems that originally there may have been a DUAL Ultimate version of Wolf Fang Fist in the works, before it was decided to use Spirit Ball as the basis of Yamcha's DUAL Ultimate instead.

Trunks (Kid)

Skill English Japanese Notes
Burning Attack
Dancing Parapara
Super Kamehameha
Used in the first game on Trunks (Kid)'s second preset but absent in the sequel, though it is still used on the "Legendary Super Saiyan Broly" Legend Patrol mission.
Miracle Kneel

Recoome

Skill English Japanese
Fighting Pose E
Dancing Parapara
Maiden Burst

Videl

Skill English Japanese Notes
Power Pole
Volleyball Fist
Dynamite Kick
Used in the first game on Videl's sixth preset but absent in the sequel.
Maiden Burst

Broly (Z)

Skill English Japanese
Dragon Fist
Final Flash

Majin Buu

Skill English Japanese
Quick Sleep
Rolling Hercule Punch
Present For You
Angry Shout

Super Buu

Skill English Japanese
Innocence Cannon
Explosive Buu Buu Punch
Quick Sleep
Pearl Flash
Teleporting Vanishing Ball
Candy Beam (Evasive)
Victory Cannon

Kid Buu

Skill English Japanese
Kamehameha
Evil Ray Strike
Evil Rise Strike
Angry Hit
Ill Rain
Candy Beam (Evasive)

Vegito

Skill English Japanese
Spirit Bomb
Destructo-Disc
Kaioken
X3 Kaioken
X20 Kaioken
Solar Flare
Super Saiyan 2

Gogeta (Super Saiyan/Super Saiyan 4)

Voice files shared between both versions of Gogeta.

Skill English Japanese
Spirit Bomb & Super Spirit Bomb
Destructo-Disc
Kaioken
X3 Kaioken
X20 Kaioken
Solar Flare

Additional information: Despite not using the evasive skill Warp anywhere in either game, if the skill is equipped into his moveset through modding, Gogeta will perform an unique animation of him crossing his arms when using it that is not shown anywhere in-game, nor is it shared with any other cast character. While exiting the skill, he will also say the line "Tch, that's intense", which is also not normally heard anywhere in-game.

Furthermore, when using the Final Flash ultimate skill after the custom partner update, the line "Take that!" is moved to be played after the "Final Flash" shout, but at which point the skill is already over, and as such it is not actually played. Because Super Saiyan Gogeta never received this change, if the skill is equipped into his moveset through modding, he will say the line and say "Final" but will stop before shouting "Flash". Gogeta will not shout "Final Flash" while using the super attack version of the skill.

God of Destruction Beerus

Skill English Japanese
Scissors Paper Rock
Lullaby Punch
Dancing Parapara

Pan

Skill English Japanese Notes
Scissors Paper Rock
Power Pole
Masenko
Volleyball Fist
Hawk Charge
Dynamite Kick
Rolling Hercule Punch
Used in the first game on Pan's second preset but absent in the sequel.

Omega Shenron

Skill English Japanese
Solar Flare

Goku Black

Skill English Japanese
Destructo-Disc
Kaioken
X3 Kaioken
X20 Kaioken
Solar Flare

Missing/Lost Skills

There are also a handful of super, ultimate and evasive skills which were equipped by cast characters in the first game which did not make a return on the second one, some even missing out on the Partner Customization update. In other cases, certain characters may have certain skills equipped during story mode missions or parallel quests but which are also not available on their playable presets. Despite not being normally accessible, the animations for these respective skills (and in some cases the voice files) are still present in the sequel.

Goku

  • Break Strike: Equipped as his evasive skill on his ninth and fifteenth presets in the first game; absent from all of his presets and custom partner skillset in the sequel (still worn by Capitain Ginyu's Goku's body preset).

Goku (Super Saiyan God)

  • x10 Kamehameha: Equipped by SSG Goku during the Parallel Quest #67, "Power of a Super Saiyan God". While the quest and this equipped skill both make a return in the second game (was PQ #42 in XV2), he still lacks this skill on both his sole preset and his custom partner skillset.

Gohan (Teen)

  • Maximum Charge: Replaced by the slower Full Power Charge on his second preset. Same animations.
  • Super Guard: Replaced by Charged Ki Wave on his first preset; absent from all of his presets in the sequel.
  • Spirit Explosion: Equipped as his evasive skill on his first preset in the first game, replaced by Spirit Slash (which was already used in his first preset); absent from both of his presets and custom partner skillset in the sequel.

Note: For the longest time, Meteor Crash was also a lost move, but this one was re-added through his third preset for the 2nd "Festival of Universes" eight years afer the game's initial release, though it could have been regiven to him much earlier had he gained sufficient votes during the Conton City Custom Partner vote.

Gohan (Adult)

  • Evil Whirlwind: Equipped as part of his skillset during the Parallel Quest #61, "The Cell Games Continued" (#39 in XV1), but absent from all of his playable presets and custom partner skillset.
  • Sonic Kick: Equipped on a hidden/unused preset (more information on the 'Unused Presets' section).
  • Spirit Slash: Equipped as his evasive skill on his second and fifth presets in the first game; absent from all of his presets and custom partner skillset in the sequel, but is still present on the XV2-only PQ #81 "Wake Up!" (now with his Uniform costume, which did not have said skill in the first game).
  • Turn Retreat: Equipped as his evasive skill on his fourth (Great Saiyaman) preset in the first game; absent from all of his presets and custom partner skillset in the sequel.
  • Super Saiyan:* During the transition from the first to the second game, Adult Gohan lost his third preset, wearing the Turtle Hermit Gi and with the Super Saiyan (1 only) transformation equipped. With the absence of this preset, it is no longer possible to play as Adult Gohan with the Super Saiyan awoken skill while wearing the Turtle Hermit Gi in the second game, though he can still be fought against in various Parallel Quests, including the aforementioned "The Cell Games Continued" and DLC quests such as #150, "Battle of the Mind".

Note: While Gohan's newly-added Tracksuit preset is also capable of transforming, a variation of this preset under the Super Saiyan transformation cannot be seen anywhere in-game without hacking.

Goten

  • Full Power Charge: Replaced by the slower Energy Charge on his second preset. Same animations.
  • Taunt: Equipped as his fourth super skill on his second preset in the first game; absent from all of his presets in the sequel.

Krillin

  • Kaioken: Equipped as his fourth super skill on his fifth preset in the first game; absent from all of his presets and custom partner skillset in the sequel (now a different awoken skill).
  • Miracle Kneel: Equipped as his evasive skill on his first preset in the first game; absent from all of his presets and custom partner skillset in the sequel.

Yamcha

  • Kaioken: Equipped as his fourth super skill on his second preset in the first game; absent from all of his presets and custom partner skillset in the sequel (now a different awoken skill).

Raditz

  • Spirit Boost: Equipped as his fourth super skill on his first preset in the first game; absent from all of his presets and custom partner skillset in the sequel.
  • Rolling Bullet: Equipped as his evasive skill on his third preset in the first game; absent from all of his presets and custom partner skillset in the sequel.

Cultivars

  • Acid: Equipped as Saibamen's third and Kyukonman & Tennenman's second super skills in the first game; only returning as part of Saibamen's second (Raid Boss) preset and on Saibamen, Jinkouman and Tennenman's skillset in the "Infestation! Saibamen Scourage" mission from the Legend Patrol .
  • Charge: Equipped as Copyman's third super skill in the first game; absent in the sequel.
  • Meteor Blow: Equipped as Saibamen's first super skill in the first game; absent in the sequel.
  • Poison: Equipped as Copyman and Jinkouman's second super skills in the first game; skill absent gamewide in the sequel aside from Jinkouman and Tennenman's skillset in the "Infestation! Saibamen Scourage" mission from the Legend Patrol.
  • Rise to Action: Equiped as Tennenman's first super skill in the first game; absent in the sequel.
  • Saibabeam: Equipped as Saibamen and Kaiwaremen's second super skills in the first game; Saibamen now only equips it as part of his second (Raid Boss) preset and on the "Infestation! Saibamen Scourage" mission from the Legend Patrol, Kaiwaremen retains it and Kyukonman now has it as well.
  • Taunt: Equipped as Kaiwaremen and Kyukonman's third super skills in the first game; absent in the sequel
  • Super Back Jump: Equipped as Kyukonman's evasive skill in the first game; absent in the sequel.
  • Super Front Jump: Equipped as Copyman's evasive skill in the first game; absent in the sequel.

Nappa

  • Fighting Pose A: Equipped as his fourth super skill on his fourth preset in the first game (from the "Neo Ginyu Force"); absent from all of his presets and custom partner skillset in the sequel (including the Legend Patrol this time, strangely enough).
  • Milky Cannon: Same thing (second skill instead).
  • Explosive Wave: Same thing again (evasive skill).

Note: Nappa lost his fourth preset during the transition from the first to the second game, before being restored but drastically altered during the Festival of Universes update.

Vegeta (GT)

  • Full Power Energy Wave: Performed during the mission "Vengeful Villain Baby" from the Conton City Vote Pack DLC, but absent from his sole preset.

Vegeta (Super Saiyan 4)

  • Spirit Slash: Equipped as his evasive skill on his first preset in the first game; absent from his sole preset and custom partner skillset in the sequel (SS4 Vegeta lost his second preset during the transition from the first to the second game).

Trunks (TP)

  • Break Strike: Equipped as his evasive skill on his sixth preset in the first game; absent from all of his presets and custom partner skillset in the sequel (now equipped only by Capitain Ginyu's Trunks' body preset).

Trunks (GT)

  • Burning Slash: Equipped as his fourth super skill on his sole preset and during the story mission "Wake Up! Other Trunks" in the first game, replaced by Shining Slash in the sequel.
  • God Breaker: Equipped as his first super skill on his sole preset and during the story mission "Wake Up! Other Trunks" in the first game, replaced by Full Power Charge in the sequel.
  • Chain Destructo-Disc Barrage: Equipped as his ultimate skill as part of his skillset during the story mission "Wake Up! Other Trunks" from the first game but absent from his sole playable preset.
  • Explosive Wave: Equipped as his evasive skill as part of his skillset during the story mission "Wake Up! Other Trunks" from the first game but absent from his sole playable preset.

Trunks (Kid)

  • Super Kamehameha: Equipped as his sole offensive ultimate skill on his second preset (Green Parka) in the first game; absent from all of his presets in the sequel; replaced by Victory Rush/Full Power Energy Blast Volley. Still equipped on the "Legendary Super Saiyan Broly" mission from the Legend Patrol.

Appule, Ramon & Orlen

  • Full Power Charge: Equipped as Orlen's fourth super skill in the first game; replaced by Charged Ki Wave and absent in the sequel. Same animations as Energy Charge.
  • Meteor Blow: Equipped as Ramon's first super skill in the first game; replaced by Meteor Strike and absent in the sequel (aside from Parallel Quests?).
  • Rise to Action: Equipped as Appule's third super skill in the first game; replaced by Backflip and absent in the sequel (aside from Parallel Quests?).
  • Super Guard: Equipped as Ramon's third super skill in the first game; replaced by Shockwave and absent in the sequel (aside from Parallel Quests?).
    • Break Strike: Equipped as part of Ramon's skillset as his evasive skill during the story mission "Panic! Underworld and Earth Connected" in the first game and in the Legend Patrol but absent from all four of his playable presets.

Monrei & Guprei

  • Consecutive Energy Blast: Equipped as part of Monrei's skillset during the story mission "Panic! Underworld and Earth Connected" in the first game and in the Legend Patrol but absent from all four of his playable presets.
  • Full Power Charge: Equipped as Guprei's fourth super skill in the first game; replaced by the weaker Energy Charge and absent in the sequel (aside from Parallel Quests and the Legend Patrol?). Same animations.
  • Meteor Blow: Equipped as Monrei's first super skill in the first game; replaced by Meteor Strike and absent in the sequel (aside from Parallel Quests?).

Recoome

  • Fighting Pose B: One of Jeice's fighting poses, incorrectly equipped on the "Missing Captain? Neo Ginyu Force" Legend Patrol mission.
  • Fighting Pose E: One of his own fighting poses; equipped on his skillset in the "Protect Planet Namek #4" mission from the Guru's House Time Rift but absent from both of his presets.
  • Spirit Boost: Equipped as his fourth super skill on his second preset in the first game; absent from both of his presets in the sequel.
  • Full Power Energy Blast Volley: Equipped as his second ultimate attack on his second preset in the first game; replaced by Full Power Energy Wave in the sequel.

Burter

  • Fighting Pose J: One of Recoome's fighting poses, incorrectly equipped on the "Missing Captain? Neo Ginyu Force" Legend Patrol mission and previously on PQ #95, "Super 17, the Ultimate Android" (originally from XV1) before being corrected in a later update (1.22).
  • Fighting Pose K: One of Jeice's fighting poses, incorrectly equipped on the "Missing Captain? Neo Ginyu Force" Legend Patrol mission.
  • Full Power Charge: Equipped as his fourth super skill on both of his presets in the first game; replaced by Shockwave and Afterimage in the sequel.
  • Full Power Energy Blast Volley: Just like Recoome, equipped as his second ultimate attack on his second preset in the first game; replaced by Full Power Energy Wave in the sequel.
  • Spinning Blade: Used to be equipped by Burter on PQ #95 before being replaced by Mach Dash in the same update which removed Fighting Pose J.
  • Turn Retreat: Equipped as his evasive skill on his first preset in the first game; absent from both of his presets in the sequel.

Jeice

  • Full Power Charge: Equipped as his fourth super skill on his first in the first game; replaced by Super Guard in the sequel.
  • Meteor Blow: Equipped as his first super skill on his second preset in the first game; replaced by Meteor Strike in the sequel.
  • Spinning Blade: Jeice's signature evasive skill... which he lost access to in the sequel as it was taken off his skillset and replaced with Break Strike. Go figure. Still on the Legend Patrol.

Note: Congratulations to Guldo for not missing out on a single skill even without a custom partner variation.

Frieza (First Form)

  • Spirit Boost: Equipped as his fourth super skill on his second (suitless) preset in the first game (third in the sequel); absent from all of his presets and custom partner skillset in the sequel.
  • Break Strike: Equipped as his evasive skill on his second (suitless) preset in the first game (third in the sequel); absent from all his presets and custom partner skillset in the sequel.

Note: While none of Frieza's other forms use First Form's ultimate skill Supernova anywhere in either game, they too all contain fully functional animations for the skill. Same goes for Death Meteor but with Final Form instead.

Frieza (Final Form)

  • Death Crasher: Equipped on a hidden/unused preset.
  • Death Slicer: Also equipped on a hidden/unused preset.

Frieza (Full Power)

  • Death Beam: Equipped as his third super skill on both of his presets in the first game; absent from both of them in the sequel.
  • Meteor Strike: Equipped as his first super skill on his second preset in the first game; absent from both of his presets in the sequel.
  • Break Strike: Equipped as his evasive skill on his first preset in the first game; absent from all of his presets in the sequel.
  • Energy Barrier: Equipped as part of his skillset during the Legend Patrol mission "Total Chaos! Rival Rumble", but absent from both of his presets.

Golden Frieza

  • Death Beam: Equipped as his second super skill on his sole preset in the first game; replaced by Crazy Finger Shot in the sequel but still equipped as part of his skillset during Parallel Quests #70, "Things Are Getting Serious!", and #135, "Ribrianne, Defender of Love and Justice".
  • Death Ball: Equipped as his first ultimate skill on his sole preset in the first game; replaced by Last Emperor in the sequel.

Cooler (Final Form)

  • Feint Crash: Equipped both during his Initiation Test and on a hidden/unused preset, yet it is absent from both his sole preset and his custom partner skillset.

Metal Cooler

  • Afterimage: Equipped as part of his skillset during Expert Mission #07, "The Big Gete Star Strikes Back", but absent from his sole preset.
  • Death Meteor: Equipped as part of his skillset during Parallel Quest #25, "The Emperor's Brother", and Expert Mission #07, "The Big Gete Star Strikes Back", but absent from his sole preset.
  • Fake Blast: Final Form Cooler's usual evasive skill; equipped as his evasive skill as part of the skillset from his reborn state during Parallel Quest #70, "Things Are Getting Serious!", but absent from his sole preset, which has Hyper Movement instead.
  • Psychic Move: Frieza's usual evasive skill; equipped as his evasive skill as part of his skillset on the battle against him during the Frieza Siege event and on his multiple copies during Parallel Quests #70, "Things Are Getting Serious!", and #99, "Frieza Race Revivified". Also absent from his sole preset.

Note: As Fourth Form Cooler and Metal Cooler also share many of their animations, Metal Cooler can also use the super skill Sledgehammer just like Fourth Form Cooler can use Feint Crash, though they do not use the other's respective super skills anywhere in the game.

Bardock

  • Phantom Fist: Equipped as his third super skill on his Masked Saiyan preset in Xenoverse 2. While it is absent from all of his presets and custom partner skillset in the sequel, his standard variation also contains fully functional animations for the skill.

Android 17

  • Afterimage: Often overlooked because of the Dead End Bullet situation. Equipped as his fourth super skill on his first preset in the first game; absent from all of his presets in the sequel. DBS 17 has it, though.
  • Dead End Bullet: One of the weirdest cases of a missing skill in the entire game. While not present in the first game, it was added in the sequel and is present on Android 17's skillset on a ton of story missions and Parallel Quests. Strangely, however, not a single one of Android 17's three playable presets in Xenoverse 2 actually includes this skill, even though the first one only has a single ultimate equipped. His DBS variation later gained access to this skill through the Custom Partner update, but this issue is still present on the Z one.

Android 18

  • Drain Charge: Equipped as her fourth super skill on her first preset in the first game; absent from all of her presets and custom partner skillset in the sequel.
  • Hyper Drain: Equipped as her fourth super skill on her third preset in the first game; absent from all of her presets and custom partner skillset in the sequel.
  • Dead End Rain*: Similar situatuion to Dead End Bullet, but made even weirder by the fact this is Android 18's DUAL ultimate attack. It was eventually added to her custom partner skillset on a *much* later update, though her first preset still lacks it despite only having one ultimate skill.
  • Break Strike: Opposite situation from Raditz. Equipped as her evasive super skill on her second preset in the first game; absent from all of her presets and custom partner skillset in the sequel.

Cell (Perfect)

  • Drain Charge: Equipped as his fourth super skill on his first preset in the first game; replaced by Full Power Charge and absent from all of his presets and custom partner skillset in the sequel.
  • Psychic Move: Equipped as his evasive skill on his second preset in the first game; replaced by Energy Barrier and absent from all of his presets and custom partner skillset in the sequel.

Note: On a similar situation to Frieza's, Cell's Full Power variation does not use Special Beam Cannon or Supernova anywhere in either game, but he too contains fully functional animations and voice files for both of these skills.

Cell (Full Power)

  • Gravity Impact: One of Cell's signature moves. Equipped as part of his skillset during the Parallel Quest #37, "Clash! Perfect Cell" (#23 in XV1), but absent from his sole preset in the sequel.
  • Hyper Drain: Equipped as his fourth super skill on his first preset in the first game; absent from all of his presets and custom partner skillset in the sequel.
  • Spirit Bomb: Equipped as his fourth super skill on his second preset in the first game; replaced by Maximum Charge and absent from all of his presets and custom partner skillset in the sequel.

Cell Jr.

  • Meteor Blow: Equipped as their first super skill on their second preset in the first game; absent from all of their presets in the sequel.
  • Spirit Explosion: Equipped as their evasive skill on their third preset in the first game; absent from all of their presets in the sequel.

Broly (Z)

  • Super Guard: Equipped as his fourth super skill on his first preset in the first game; replaced by Full Power Charge and absent from his custom partner skillset in the sequel.

Videl

  • Dynamite Kick: Equipped as her fourth super skill on her sixth preset in the first game; absent from all of her presets and custom partner skillset in the sequel.
  • Miracle Kneel: Equipped as her evasive skill on her sixth preset in the first game; absent from all of her presets and custom partner skillset in the sequel.
  • Rolling Bullet: Equipped as her evasive skill on her third, fourth and fifth (Great Saiyaman 2) presets in the first game; absent from all of her standard presets and custom partner skillset in the sequel, though her Great Saiyaman 2 preset still retains it.

Pan

  • Rolling Hercule Punch: Equipped as her fourth super skill on her second preset in the first game; absent from all of her presets and custom partner skillset in the sequel.

Majin Buu (Small)

  • Full Power Energy Blast Volley: Equipped as their only ultimate attack in the first game; strangely removed in the sequel.

Super Buu

  • Angry Shout: Equipped as part of his skillset during the Parallel Quest #58, "Majin Banquet" (#36 in XV1), but absent from both of his presets.
  • Hyper Drain: Equipped as his fourth super skill on his first preset in the first game; replaced by Maximum Charge and absent from all of her presets in the sequel.
  • Quick Sleep: Equipped as part of his skillset during the Legend Patrol mission "Endure it! Majin Buu's Barrage", but absent from both of his presets.

Gotenks

  • Afterimage Strike: Equipped as their fourth super skill on their first and third presets in the first game; absent from all of their presets and custom partner skillset in the sequel but still preset across the Legend Patrol.
  • Bluff Kamehameha: Equipped as part of their skillset during the Parallel Quest #87, "Saiyan Warriors" (#45 in XV1), but absent from all of their playable presets and their custom partner skillset.
  • Break Strike: Equipped as their evasive skill on their fourth preset in the first game; absent from all of their playable presets and their custom partner skillset in the sequel.

Gogeta (Super Saiyan)

  • Instant Transmission: Used during a cutscene in Parallel Quest #100, "The Ultimate Rivalry", but is absent from both of his presets in the sequel, though it can be equipped by Super Saiyan 4 Gogeta through his custom partner variation.

Gogeta (Super Saiyan 4)

  • Big Bang Kamehameha*: While Gogeta does contain Big Bang Kamehameha as part of his skillset, the version currently equipped is different from the one he originally contained. As part of the DLC 8 update, a clone of the skill, which does not require the user to go Super Saiyan under an awoken still to teleport to the position of the target, was added as part of SSGSS Gogeta's moveset and was given to SS4 Gogeta some time later, removing the original skill from his moveset, though it is still present in his skillset on every single mission and quest featuring the character released up until that point.

Super 17

  • Hyper Drain: Equipped as his fourth super skill on his sole preset in the first game; replaced by Charged Ki Wave and absent from his sole preset in the sequel.
  • Energy Field: Equipped as part of his skillset during the missions "17 Fusion! Birth of Super 17" and "Enemies Gather! Ultimate Tag Team" from the Legend Patrol, but absent from his sole preset.

Eis & Nuova Shenron

  • Evil Eyes: Equipped as their fourth super skill on their sole presets the first game; replaced by Charged Ki Wave and Maximum Charge respectively in the second one. Interestingly, because of the difference in animations used by the Shadow Dragons, their version of Evil Eyes contained a different ID from the regular version used by CACs and other cast characters. The absence of this skill on their skillsets means that it is effectively absent gamewide in XV2 despite being fully functional within its files as it is also not used on the Legend Patrol.

Mira

  • Bomber DX: Equipped as part of his skillset during the story missions "Discovered! History Invaders", "Warrior from the Future, Mira!" and "Mira's Full Power! I'm the Best!" in the first game and in the Legend Patrol but absent from all four of his playable presets.
  • Death Slash: Exact same situation as Bomber DX and Shining Friday.
  • Drain Charge: Equipped as his fourth super skill on his third preset in the first game, but absent from all four of his playable presets in the sequel.
  • Finish Breaker: Equipped as his first super skill on his first preset in the first game, but absent from all four of his playable presets in the sequel.
  • Shining Friday: Exact same situation as Bomber DX and Death Slash.
  • Side Bridge: Equipped as his third super skill on his third preset in the first game, but absent from all four of his playable presets in the sequel.
  • Dimension Ray: Equipped as his ultimate skill as part of his skillset during the story mission "Bardock, the Masked Man" but absent from all four of his playable presets.
  • Blaster Meteor: Equipped as his evasive skill as part of his skillset during the story mission "Bardock, the Masked Man" but absent from all four of his playable presets.

Mira (Final Form)

  • Minus Energy Power Ball: Equipped as part of his skillset during the final mission from the story mode, "Final Battle! Re-Righting History", but absent from his sole crystal raid/training mode preset.
  • Break Strike: Equipped on a hidden/unused preset.
  • Spinning Blade: Also equipped as part of his skillset during the final mission from the story mode, "Final Battle! Re-Righting History", but absent from his sole crystal raid/training mode preset.

Demon God Demigra

  • Bloody Sauce: Equipped as part of his skillset during the missions "True Enemy! Hypnotized Piccolo" and "Siege on Tokitoki! Awakened Demigra" from the Legend Patrol, but absent from his sole crystal raid/training mode preset.

Unused Presets

Inside of the game's files are also unused presets for most cast characters, without a costume name, simply titled "Character Name - 0". Most of these are duplicates from pre-existing presets, while others contain skills which cannot normally be used by said characters. In addition, all of their Model_Preset IDs, the variable which defines the different skillsets a character can have, are all set to 50.

Skills in itallics are those not normally available to their respective characters, and "???" means there is no skill equipped in its respective slot. Characters without an assigned skillset use their default ones instead.

  • Goku: Kamehameha, Kamehameha Boost, Solar Flare, Energy Charge, Super Kamehameha, ???, Turn Retreat (same as his Turtle Hermit Gi preset)
  • Goku (GT): None
  • Goku (Super Saiyan 4): None
  • Bardock: Tyrant Lancer, Meteor Crash, Rebellion Spear, Riot Javelin, Saiyan Spirit, Brave Heat, Explosive Wave
  • Gohan (Kid): Energy Wave Combo, Evil Ray Strike, Evil Rise Strike, Masenko, Unrelenting Barrage, Explosive Assault, Super Front Jump
  • Gohan (Adult): Kamehameha, Meteor Blow, Sonic Kick, Ki Blast Cannon, Super Kamehameha, ???, Energy Dome
  • Gohan (Future): Super Explosive Wave, Sonic Rush, Senko Ki Blast, Full Power Charge, One-Handed Kamehameha, Full Power Energy Wave, Energy Dome
  • Piccolo: Evil Explosion, Evil Flight Strike, Light Grenade, Sonic Kick, Full Power Energy Wave, ???, Special Beam Blast
  • Krillin: Kamehameha, Orin Combo, Destructo-Disc, Solar Flare, Scatter Kamehameha, Chain Destructo-Disc Barrage, Spread Shot Retreat
  • Yamcha: Kamehameha, Neo Wolf Fang Fist, Ki Blast Thrust, Meteor Crash, Spirit Ball, Full Power Energy Blast Volley, Super Back Jump
  • Tien Shinhan: Tri-Beam, Meteor Strike, Dodon Ray, Solar Flare, Neo Tri-Beam, Full Power Energy Wave, Super Front Jump
  • Raditz: Double Sunday, Meteor Blow, Shining Friday, Saturday Crash, Weekend, Vacation Delete, Break Strike
  • Nappa: Bomber DX, Sledgehammer, Genocide Shell, Murder Grenade, Giant Storm, Break Cannon, Break Strike
  • Vegeta: Big Bang Attack, Final Blow, Shine Shot, Galick Gun, Final Flash, ???, Explosive Wave
  • Vegeta ("2"): Earth Splitting Galick Gun, Meteor Crash, Finish Breaker, Energy Charge, Super Galick Gun, ???, Explosive Wave (same as his Battle Suit 3 preset but under the unused Costume #2)
  • Vegeta (Super Saiyan 4): None
  • Trunks: None
  • Zarbon: Consecutive Energy Blast, Gorgeous Shot, Audacious Laugh, Meteor Blow, Elegant Blaster, ???, Bloody Counter
  • Dodoria: Dodoria Beam, Dodoria Headbutt, Critical Upper, Energy Wave Combo, Dodoria Launcher, ???, Break Strike
  • Capitain Ginyu: Milky Cannon, Sledgehammer, Meteor Crash, Ginyu Force Special Combo, Full Power Energy Wave, Full Power Energy Blast Volley, Break Strike
  • Turles: Sudden Storm, Sledgehammer, Kill Driver, Fruit of the Tree of Might, Meteor Burst, Full Power Energy Wave, Break Strike (same as his Battle Suit preset)
  • Turles (Crystal Raid): Sudden Storm, Sledgehammer, Kill Driver, Darkness Mixer, Meteor Burst, Full Power Energy Wave, Break Strike
  • Lord Slug: Darkness Eye Beam, Namek Finger, Darkness Twin Star, Meteor Crash, Darkness Rush (Ranged), ???, Break Strike (same as his Evil Namekian Clothes preset)
  • Frieza (First Form): Death Beam, Death Wave, Death Slash, Shockwave, Supernova, ???, Psychic Move
  • Frieza (Final Form): Death Beam, Death Wave, Death Slicer, Death Crasher, Death Ball, Death Meteor, Psychic Move
  • Cooler (Final Form): Death Beam, Death Crasher, Shadow Crusher, Feint Crash, Supernova Cooler, Full Power Energy Wave, Fake Blast
  • Android 16: Rocket Punch, Android Rush, Rocket Tackle, Eye Beam, Hell Flash, Super Ki Explosion, Energy Field (same as his Red Ribbon Army Suit 1 preset)
  • Android 17 (DB Super): None
  • Android 18: Endless Shoot, Deadly Dance, Power Blitz, Destructo-Disc, Dual Destructo-Disc, ???, Rolling Bullet
  • Cell (Perfect): Kamehameha, All Clear, Gravity Impact, Death Beam, Special Beam Cannon, Supernova, Energy Barrier
  • Hercule: Dynamite Kick, Rolling Hercule Punch, Present For You, Taunt, The Savior Has Come, ???, Miracle Kneel (same as his Gi 1 preset)
  • Hercule (Villanous Mode): Bloody Sauce, Sledgehammer, Majin Kamehameha, Maximum Charge, Baked Sphere, Full Power Energy Blast Volley, Break Strike
  • Videl: None
  • Majin Buu: Majin Kamehameha, Explosive Buu Buu Punch, Innocence Bullet, Angry Hit, Innocence Breath, Angry Explosion, Candy Beam (same as his Good 1 preset)
  • Majin Buu (Gohan Absorbed): None
  • Janemba: Rakshasa's Claw, Sledgehammer, Dimensional Hole, Maximum Charge, Dimension Ray, Full Power Energy Wave, Angry Shout (same as his self-titled Janemba preset)
  • Gotenks: Galactic Donuts, Meteor Crash, Super Ghost Kamikaze Attack, Maximum Charge, Super Ghost Kamikaze Attack, Full Power Energy Blast Volley, Spread Shot Retreat (same as his Metamoran Clothes 1 preset)
  • SSGSS Vegito: None
  • SSGSS Gogeta: None
  • Broly: Blaster Shell, Gigantic Omega, Gigantic Slam, Full Power Charge, Gigantic Meteor, ???, Blaster Meteor (same as his Gi 1 preset)
  • Broly (Full Power Super Saiyan): None
  • God of Destruction Beerus: God of Destruction's Anger, God of Destruction's Rampage, God of Destruction's Wrath, Meteor Strike, Sphere of Destruction, Full Power Energy Wave, Headshot
  • Whis: Prelude to Destruction, Strike of Revelation, Finishing Blow, ???, Symphonic Destruction, ???, Warp (same as his God of Destruction's Attendant Clothes preset)
  • Pan: Kamehameha, Justice Rush, Feint Shot, Prepare to be Punished, Maiden Blast, Super Kamehameha, Maiden Burst
  • Jaco: Elite Beam, Elite Shooting, Hero's Pose, ???, Super Elite Combo, ???, Elite Barrage (same as his Galactic Patrolman Suit preset)
  • Demon God Demigra: Time Shackles, Seasoning Arrow, Rage Saucer, Darkness Mixer, Energy Jet, ???, ??? (uses different, NPC-only versions of all of his skills and lacks an evasive)
  • Mira (Final Form): Peeler Storm, Marbling Drop, Marbling Drop, Instant Charge, ???, ???, Break Strike (has the NPC-only version of Peeler Storm and two different versions of Marbling Drop, with the second lacking camera animations and sound effects)
  • Hit: Flash Fist Crush, Sledgehammer, Phantom Fist, Maximum Charge, Time Skip/Molotov, ???, Instant Rise (same as his Suit 1 preset)
  • Hit (Awoken): None
  • Bojack: Reverse Launcher, Trap Shooter, Psycho Barrier, Maximum Charge, Grand Smasher, ???, Instant Rise (same as his Galactic Warrior's Clothes preset)
  • Rosé Goku Black: None
  • Zamasu: God Splitter, Heavenly Arrow, Shockwave, Full Power Charge, Instant Severance, ???, Instant Rise (same as his Supreme Kai's Clothes 1 preset)
  • Fused Zamasu (Half-Corrupted): Celestial Hammer, Light of Justice, Flames of Retribution, Spiral of Condemnation, ???, ???, Flames of Retribution (same as his Supreme Kai's Clothes (Black) preset)
  • Tapion: None
  • Jiren: None
  • Kefla (Super Saiyan): None
  • Fu: None
Unplayable Characters
  • Great Ape Vegeta: Great Ape Beam, Boulder Toss, Boulder Break, ???, Super Great Ape Beam, Gigantic Ki Blast, Howl
  • Great Ape Nappa: Great Ape Beam, Boulder Toss, Boulder Break, ???, Super Great Ape Beam, ???, Howl
  • Great Ape Bardock: Great Ape Beam, Boulder Toss, Boulder Break, ???, Super Great Ape Beam, ???, Howl
  • Great Ape Baby: Great Ape Beam, Boulder Toss, Boulder Break, ???, Super Great Ape Beam, ???, Howl
  • Demon God Demigra (Final Form): Energy Cannon, Boiling Ball, Tricky Strike, ???, Boiling Burg, ???, Energy Boil
  • Cell (2nd Form): Kamehameha, Super Destructo-Disc, Arm Crash, Death Beam, Super Kamehameha, Death Ball, Energy Barrier
  • Cell Max: Disaster Ray, Purge Cannon, ???, ???, Explosive Scream, ???, Max Barrier
  • Captain Ginyu (Zamasu): Consecutive Energy Wave, Meteor Strike, Shockwave, Energy Charge, Full Power Energy Wave, Full Power Energy Blast Volley, Instant Rise
  • Zamasu (Goku): Energy Wave Combo, Meteor Crash, Super Afterimage, Full Power Charge, Full Power Energy Wave, Full Power Energy Blast Volley, Spread Shot Retreat
  • Zamasu (Ginyu): Energy Shot, Meteor Blow, Backflip, Full Power Charge, Full Power Energy Wave, Full Power Energy Blast Volley, Spread Shot Retreat
Time Patrollers
  • HUM: Kamehameha, Orin Combo, Hawk Charge, Spirit Bomb, Super Kamehameha, Super Spirit Bomb, Spirit Explosion
  • HUF: Justice Rush, Eagle Kick, Deadly Dance, Instant Transmission, Scatter Kamehameha, Justice Combination, Spread Shot Retreat
  • SYM: Galick Gun, Finish Breaker, Shine Shot, Maximum Charge, Final Flash, Final Shine Attack, Explosive Wave
  • SYF: Power Blitz, Endless Shoot, Deadly Dance, Instant Transmission, Dual Destructo-Disc, Full Power Energy Blast Volley, Rolling Bullet
  • NMC: Evil Explosion, Evil Flight Strike, Wall of Defense, Full Power Charge, Special Beam Cannon, Hellzone Grenade, Turn Retreat
  • FRI: Death Beam, Death Crasher, Death Psycho Bomb, Energy Charge, Death Ball, Death Meteor, Psychic Move
  • MAM: Innocence Bullet, Angry Hit, Zigzag Express, Maximum Charge, Innocence Breath, Angry Explosion, Candy Beam
  • MAF: Pearl Flash, Vanishing Ball, Quick Sleep, Maximum Charge, Super Vanishing Ball, Teleporting Vanishing Ball, Angry Shout

Unused Quest Animations

Hmmm...
To do:
See how many new PlayScene entries have been added since the 1.15.00 update.

PlayScene Entries

The "PlayScene" entries are various commands stored in .X2QS files that determine what animations are played during a cutscene, applicable to all kinds of quests in the game. Within the game's data are around eighty different values for it, however not all of them are actually used in the game, such as #10, #17 and #60. Below is a video showcasing all PlayScene animations in the base game (as of October 2019).

Cutscene Mouth Movement

In early versions of Xenoverse 2, including the Open Beta, certain characters presented mouth movement during the "New Enemy" cutscenes on Parallel Quests, as seen in the video below (when Goku joins the fight). These, however, were only present on some of the earliest and easiest quests in the game and were absent from the latter ones, possibly due to time constraints. These animations were later removed during subsequent updates and have never been used since.

Ki Blast Projectile Deflection

Normally, in Xenoverse 2, the ki blast deflection mechanics, when the "Block" input is time correctly, only apply to weak ki blasts. However, all ki blast projectiles in the game contain a property which determines if it can be deflected or not, though this parameter is set to false on all super and ultimte skills, though this behaviour is still present within the game's files, just not enabled properly possibly due to balance reasons. This interaction can, however, be re-enabled by modifying the game's filmes, in which case most ki blast attacks can be deflected to different results. Footage of this interaction can be seen here: https://x.com/UnleashedDan/status/1443724641042845699.