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Proto:Dragon Ball Z: Budokai Tenkaichi 3 (PlayStation 2, Wii)

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This page details one or more prototype versions of Dragon Ball Z: Budokai Tenkaichi 3 (PlayStation 2, Wii).

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

A Japanese prototype of Dragon Ball Z: Budokai Tenkaichi 3 for the PlayStation 2, under the name of Dragon Ball Z: Sparking! Meteor (Trial Version).

This demo contains the entire game, however a lot of the menu functions have been stubbed out, hence disabling every other game mode besides Duel Mode. The exact release date is unknown, but the ISO's last modified build date is July 11 2007.

Since the demo limits you to choosing six characters and four maps in Duel Mode, you may want to enable these useful codes to restore all characters and maps.

Contents

General Differences

Graphical Differences

Prototype Final USA
DragonBallZBT3Demo-Title.png Dragon Ball Z Budokai Tenkaichi 3 (PlayStation 2)-title.png
Taikenhan.png

Other than the different logo for the game, the most notable difference is the slightly bigger Press START button sprite, and the Japanese text (right next to the logo) that says 体験版 (Taikenban - Trial Version).

Prototype Final USA
Press START button.png Press START button FinalVer.png

Notice how the final version of the game does not display the copyright text at all. Even though the English translation is accurate, the words Shueisha and Toei aren't spaced out properly, and the text clearly says Bard instead of Bird.

Prototype Final USA (Unused)
BT3-CopyrightTextJPN.png BT3-CopyrightTextENG.png

Some of this game's artwork is also different, mainly the character & map selection images.

Prototype Final
Goku (Early).pngGoku (Early) - Large.png Goku (Early) - FINAL-Small.pngGoku (Early) - FINAL.png
Goku (Mid).pngGoku (Mid) - Large.png Goku (Mid) - FINAL-Small.pngGoku (Mid) - FINAL.png
Super Saiyan 2 Goku (End).pngSuper Saiyan 2 Goku (End) - Large.png Super Saiyan 2 Goku (End) - FINAL-Small.pngSuper Saiyan 2 Goku (End) - FINAL.png
Teen Gohan.pngTeen Gohan - Large.png Teen Gohan - FINAL-Small.pngTeen Gohan - FINAL.png
Super Saiyan Teen Gohan.pngSuper Saiyan Teen Gohan - Large.png Super Saiyan Teen Gohan - FINAL-Small.pngSuper Saiyan Teen Gohan - FINAL.png
Adult Gohan.pngAdult Gohan - Large.png Adult Gohan - FINAL-Small.pngAdult Gohan - FINAL.png
Vegeta (Scouter).pngVegeta (Scouter) - Large.png Vegeta (Scouter) - FINAL-Small.pngVegeta (Scouter) - FINAL.png
Vegeta.pngVegeta - Large.png Vegeta - FINAL-Small.pngVegeta - FINAL.png
Vegeta (second form).pngVegeta (second form) - Large.png Vegeta (second form) - FINAL-Small.pngVegeta (second form) - FINAL.png
Random (DBZBT2).pngRandom (DBZBT2) - Large.png Super Saiyan Trunks - FINAL-Small.pngSuper Saiyan Trunks - FINAL.png
Random (DBZBT2).pngRandom (DBZBT2) - Large.png Super Trunks - FINAL-Small.pngSuper Trunks - FINAL.png
Random (DBZBT2).pngRandom (DBZBT2) - Large.png Kid Trunks - FINAL-Small.pngKid Trunks - FINAL.png
Random (DBZBT2).pngRandom (DBZBT2) - Large.png Super Saiyan Kid Trunks - FINAL-Small.pngSuper Saiyan Kid Trunks - FINAL.png
Gotenks.pngGotenks - Large.png Gotenks - FINAL-Small.pngGotenks - FINAL.png
Vegito.pngVegito - Large.png Vegito - FINAL-Small.pngVegito - FINAL.png
Random (DBZBT2).pngRandom (DBZBT2) - Large.png Kibitokai - FINAL-Small.pngKibitokai - FINAL.png
Random (DBZBT2).pngRandom (DBZBT2) - Large.png Slug - FINAL-Small.pngSlug - FINAL.png
Random (DBZBT2).pngRandom (DBZBT2) - Large.png Slug (Giant) - FINAL-Small.pngSlug (Giant) - FINAL.png
Random (DBZBT2).pngRandom (DBZBT2) - Large.png Cooler - FINAL-Small.pngCooler - FINAL.png
Random (DBZBT2).pngRandom (DBZBT2) - Large.png Meta-Cooler - FINAL-Small.pngMeta-Cooler - FINAL.png
Random (DBZBT2).pngRandom (DBZBT2) - Large.png Zangya - FINAL-Small.pngZangya - FINAL.png
Random (DBZBT2).pngRandom (DBZBT2) - Large.png Super 17 - FINAL-Small.pngSuper 17 - FINAL.png
Random.pngRandom - Large.png Random - FINAL-Small.pngRandom - FINAL.png
Prototype Final
Wasteland - Night.pngRocky Area - Noon.pngRocky Area - Evening.pngCity Ruins - Noon.pngCity Ruins - Evening.pngCity Ruins - Night.pngMountain Road - Evening.png

Desert - Night.pngPlaceholder Map.pngKame House.pngPenguin Village.pngMount Paozu.pngRuined Earth.pngPlaceholder Map.png Planet - Night.pngPlaceholder Map.pngOuter Space.pngWorld Tournament Stage - Evening.pngRandom (Small).png

Wasteland - Night (FINAL).pngRocky Area - Noon (FINAL).pngRocky Area - Evening (FINAL).pngCity Ruins - Noon (FINAL).pngCity Ruins - Evening (FINAL).pngCity Ruins - Night (FINAL).pngMountain Road - Evening (FINAL).png

Desert - Night (FINAL).pngMuscle Tower.pngKame House (FINAL).pngPenguin Village (FINAL).pngMount Paozu (FINAL).pngRuined Earth (FINAL).pngHell Small.png Planet - Night (FINAL).pngPlanet - Evening.pngOuter Space (FINAL).pngWorld Tournament Stage - Evening (FINAL).pngRandom (FINAL).png

Prototype Final
Wasteland - Night = Large.png Wasteland - Night (FINAL - Large).png
Rocky Area - Noon = Large.png Rocky Area - Noon (FINAL - Large).png
Rocky Area - Evening = Large.png Rocky Area - Evening (FINAL - Large).png
City Ruins - Noon = Large.png City Ruins - Noon (FINAL - Large).png
City Ruins - Evening = Large.png City Ruins - Evening (FINAL - Large).png
City Ruins - Night = Large.png City Ruins - Night (FINAL - Large).png
Mountain Road - Evening = Large.png Mountain Road - Evening (FINAL - Large).png
Desert - Night = Large.png Desert - Night (FINAL - Large).png
Random (DBZBT2 Map) = Large.png Muscle Tower Large.png
Kame House = Large.png Kame House (FINAL - Large).png
Penguin Village = Large.png Penguin Village (FINAL - Large).png
Mount Paozu = Large.png Mount Paozu (FINAL - Large).png
Ruined Earth = Large.png Ruined Earth (FINAL - Large).png
Random (DBZBT2 Map) = Large.png Hell.png
Planet - Night = Large.png Planet - Night (FINAL - Large).png
Random (DBZBT2 Map) = Large.png Planet - Evening (Large).png
Outer Space = Large.png Outer Space (FINAL - Large).png
World Tournament Stage - Evening = Large.png World Tournament Stage - Evening (FINAL - Large).png
Random (DBZBT2 Map) = Large.png Random (FINAL - Large).png

Other Differences

  • A few miscellaneous effects, like the ones used for the Kiai Cannon and sword slashes, are different.
  • Parts of the HUD are animated differently, and some of its sprites have been changed.
  • Generally speaking, all Super Attacks and Ultimate Attacks inflict more damage.
  • Super Attacks have different hit detection. They'll still deal the same amount of hits, unless said otherwise.
  • When you boost a Super Attack, no sound effect is played.
  • Your opponent cannot boost their Super Attacks, even if they're controlled by Player 2 through the use of cheat codes.
  • Every single Kamehameha and variation of it (e.g. Super Kamehameha, 10x Kamehameha, etc.), excluding the Ultimate Attack variant, costs 2 ki bars. In the final, all non-Ultimate Blast Kamehameha's cost 3 ki bars.
  • For the most part, all the auras are different, with the exception of very few (e.g. Legendary Super Saiyan Broly's aura, Kid Buu's aura, etc.).
  • Blast Combos are disabled.
  • Beam Struggles are disabled.
  • You (Player 1) or your opponent cannot become battledamaged in the game by any Ultimate Blast.
  • As soon as the planet is blown up by an Ultimate Blast, the HUD will shake like crazy throughout the whole planet destruction sequence.
  • When the opponent is stunned by a Destructo Disc (the Ki Blast type, exclusive to Early/Mid/End Goku and Krillin), they won't fall down to the ground.
  • Fully charged Jump Smashes stun the opponent differently.
  • Great Ape Transformations don't play the post-transformation sound effect.
  • Great Ape Transformations can be done in any map. In the final, Bardock, Fasha, Raditz and Nappa can only transform in maps with the Full Moon, excluding Planet - Night.
  • Great Apes and other Giants can deflect Ki Blasts with ease.
  • The Rush Ki Wave Rushing Technique uses a different camera angle. Said Rushing Technique will also stun the opponent differently if it's not charged all the way.
  • When you navigate through your character's Skill List (let's say, from Special Attacks to Rushing Techniques), no sound effects are played.
  • Super Trunks and Supreme Kai lack extra faces.
  • Neither Player 1 nor the opponent can taunt in-game, therefore all the taunt animations are unused.
  • You cannot change the default track for any match. It's always set to Super Survivor (Vocal Full ver.), no matter what.
  • Map Select uses a different icon, which is not remotely close to the final icon for Map Select.
  • No BGM Select text is displayed at the top-left corner, when attempting to change the track.
  • Every throw in the game uses placeholder parameters. Because of this, Android-Type characters cannot absorb their opponent's health and ki.
  • All Dragonthrows use different camera angles, which are further zoomed out and shot differently.
  • When you get a Perfect Score, the Perfect! sprite won't show up, as the game still treats your win like a normal win.
  • All Ki Blasts (charged or not) use placeholder parameters. Psychokinesis Ki Blasts are therefore scrapped, and so are multiple charged Ki Blasts. This is not the case for Bojack (Full Power).
  • During a clash, the HUD will shake a lot.

Character Differences

Goku (Early)

  • Goku (Early)'s Kaio-ken Attack uses slightly different animations and camera angles for the rush cutscene.
  1. Because of this, the game displays Goku's blue aura instead of the red one (used for the Kaio-ken).
  2. In addition, the rush cutscene doesn't display Goku's extra face (the same one used for the charging sequence) after the second hit.
  3. If anything, the rush cutscene doesn't display Goku's aura charge.
  • Goku (Early) uses a different camera angle for his throw.
  • Goku (Early)'s Spirit Bomb is missing its rush cutscene, so it behaves like a normal Ultimate Blast. Its VFX are a bit different, too.
  • Goku (Early)'s Kaio-ken uses different VFX.
  • Goku (Early) uses a different standing pose when he has less than 10K HP.

Goku (Mid)

  • Goku (Mid) uses a slightly different standing pose.
  • Goku (Mid) uses a different camera angle for his throw.
  • Goku (Mid)'s transformation uses a slightly different camera angle.
  • Goku (Mid)'s Spirit Bomb cannot do 99999 damage like in the final (once it's boosted by the Give me energy! and I'm Getting Excited! Blast 1's).
  • Super Saiyan Goku (Mid)'s Angry Kamehameha uses slightly different VFX.

Goku (End)

  • Goku (End)'s Meteor Smash is missing VFX.
  • Goku (End)'s Spirit Bomb is missing its rush cutscene (but the game will still try to play it, as the camera angles for it are still there), and has the Spirit Bomb projectile positioned incorrectly.
  • Goku (End) uses a placeholder transformation animation and camera angle.
  • Goku (End) uses a different camera angle for his throw.
  • Super Saiyan Goku (End) uses a placeholder post-transformation animation and camera angle.
  • Super Saiyan Goku (End)'s Entrance Animation doesn't display the Super Saiyan Aura.
  • Super Saiyan Goku (End) uses a different Heavy Finish pattern.
  • Super Saiyan Goku (End)'s Instant Kamehameha costs 4 ki bars, and doesn't battledamage the opponent. Its VFX are also a bit different.
  • Super Saiyan Goku (End) uses a different camera angle for his throw.
  • Super Saiyan Goku (End) uses a placeholder transformation animation and camera angle.
  • Super Saiyan 2 Goku (End) uses a placeholder post-transformation animation and camera angle.
  • Super Saiyan 2 Goku (End) uses a different Heavy Finish pattern.
  • Super Saiyan 2 Goku (End) uses a different ki-charging animation, taken from DBZBT2.
  • Super Saiyan 2 Goku (End)'s Meteor Smash is taken from DBZBT2, and it uses the wrong parameters. The camera angles for the rush cutscene are also missing.
  • Super Saiyan 2 Goku (End)'s Super Kamehameha is taken from DBZBT2, and it uses different VFX.
  • Super Saiyan 2 Goku (End) uses a different camera angle for his throw.
  • Super Saiyan 2 Goku (End) uses a placeholder transformation animation and camera angle.
  • Super Saiyan 3 Goku (End) uses a placeholder post-transformation animation and camera angle.
  • Super Saiyan 3 Goku (End) uses different VFX and camera angles for his Super Explosive Wave. The Blast 2 itself costs 2 ki bars, not 4 like in the final.
  • Super Saiyan 3 Goku (End) uses a different Heavy Finish pattern.
  • Super Saiyan 3 Goku (End) uses a different ki-charging animation, taken from DBZBT2.
  • Super Saiyan 3 Goku (End)'s Dragon Fist uses different charging cutscenes, whose animations and camera angles are taken from DBZBT2. The rest of the rush cutscene is from DBZBT3, but its animations have been altered. This way, Goku's Super Saiyan 3 aura charge does not play during the rush cutscene.
  • Super Saiyan 3 Goku (End)'s Dragon Fist uses different (but still lacking) VFX, similar to the ones from DBZBT2. It also costs 4 ki bars, and not 5.
  • Super Saiyan 3 Goku (End) uses a different camera angle for his throw.

Goku (GT)

  • Goku (GT) uses the wrong victory animation (taken from Kid Goku), and the wrong camera angle for it.
  • Goku (GT) uses a different camera angle for his throw.
  • Goku (GT)'s Dragon Fist lets you move freely during the rush, not in one direction like in the final game.
  • Goku (GT) uses a placeholder transformation animation and camera angle.
  • Super Saiyan Goku (GT) uses a placeholder transformation animation and camera angle.
  • Super Saiyan Goku (GT) uses a placeholder post-transformation animation and camera angle.
  • Super Saiyan Goku (GT) uses a different camera angle for his Super Energy Wave Volley.
  • Super Saiyan Goku (GT) uses a different camera angle for his throw.
  • Super Saiyan Goku (GT) uses the wrong victory animation (taken from Kid Goku), and the wrong (but still different) camera angle for it.
  • Super Saiyan 3 Goku (GT) uses a placeholder transformation animation and camera angle.
  • Super Saiyan 3 Goku (GT) uses a placeholder post-transformation animation and camera angle.
  • Super Saiyan 3 Goku (GT) uses the wrong victory animation (taken from Kid Goku), and the wrong (but different from the previous) camera angle for it.
  • Super Saiyan 3 Goku (GT) uses a different camera angle for his throw.
  • Super Saiyan 3 Goku (GT) uses the wrong animations for his Dragon Fist. Because of this, the rush cutscene is missing entirely, even the camera angles for it. The Ultimate Blast in question costs 4 ki bars, not 5 like any normal Dragon Fist Ultimate Blast.
  • Super Saiyan 3 Goku (GT) uses a different camera angle for his Super Energy Wave Volley. Like most Blast 2's in the demo, the Dragon Fist reuses different animations and camera angles for the charging cutscenes from DBZBT2.
  • Super Saiyan 4 Goku (GT) uses a placeholder post-transformation animation and camera angle.
  • Super Saiyan 4 Goku (GT) uses a different standing pose, also taken from DBZBT2.
  • Super Saiyan 4 Goku (GT) uses a different ki-charging sequence, taken from DBZBT2.
  • Super Saiyan 4 Goku (GT) uses a different camera angle for his throw.
  • Super Saiyan 4 Goku (GT)'s I'll Beat You in 5 Seconds! costs 3 Blast Stocks, not 2. While it may boost your Attack and Super, you won't gain any additional ki bars from it.
  • Super Saiyan 4 Goku (GT)'s Meteor Smash is missing the correct camera angles for the rush cutscene. The parameters are also incorrect, as only the first part of the rush cutscene will play.
  • Super saiyan 4 Goku (GT)'s Dragon Fist is missing additional sound effects, and has slightly altered parameters. Because of this, the opponent won't be vaporized after the Ultimate Blast is done. Instead, they'll be lying on the ground.

Kid Goku

  • Kid Goku uses a different animation when pressing R1, in which Goku's holding to his Power Pole.
  • Kid Goku's Counterattack! uses a different camera angle for its charging sequence, and its parameters have been altered:
  1. The last rush cutscene will play twice instead of once.
  2. During the rush, you can move freely.
  • Kid Goku's Penetrate! uses different camera angles for its charging sequence (taken from DBZBT2), and the Ultimate Blast's effects are slightly different, as the attack no longer has a flash at the end.
  • Kid Goku's transformation has one tiny problem: Goku doesn't actually look at the Full Moon, but the transformation will still work in stages with the Full Moon.
  • The Great Ape will fire charged Ki Blasts instead of rocks.
  • The Great Ape uses a different Heavy Finish pattern.
  • The Great Ape's Ultimate Blast (Chou Makohou Barrage) reuses different animations and camera angles (taken from DBZBT2) for the charging cutscenes.

Kid Gohan

  • Kid Gohan's Masenko costs 2 ki bars, not 3.
  • Kid Gohan's Bakuretsu Ranma uses different animations and camera angles for its corresponding charging cutscenes, obviously recycled from DBZBT2. The rush cutscene's camera angles are off-sync, and the parameters are incorrect, as only the first part of the rush cutscene will play.

Teen Gohan

  • Teen Gohan's Super Masenko uses different effects.
  • Teen Gohan uses a different throw.
  • Teen Gohan's Super Kamehameha uses different animations, camera angles and effects.
  • Teen Gohan uses a placeholder transformation animation and camera angle.
  • Super Saiyan Teen Gohan uses a placeholder transformation animation and camera angle.
  • Super Saiyan Teen Gohan uses a placeholder post-transformation animation and camera angle.
  • Super Saiyan Teen Gohan's Chou Maretsugeki is taken from DBZBT2, and it uses the wrong parameters. Because of this, only the first part of the rush cutscene will play.
  • Super Saiyan Teen Gohan's Super Masenko uses different effects.
  • Super Saiyan Teen Gohan's Super Kamehameha uses different animations, camera angles and effects.
  • Super Saiyan 2 Teen Gohan uses a placeholder post-transformation animation and camera angle.
  • Super Saiyan 2 Teen Gohan's Unforgivable! Blast 1 does not make the user go in MAX POWER Mode. It'll only boost Attack, Defense, Ki and Super.
  • Super Saiyan 2 Teen Gohan's Super Kamehameha is not chargeable, and uses the wrong animations. It's also missing effects.
  • Super Saiyan 2 Teen Gohan's Bakuretsu Madan uses a different camera angle.
  • Super Saiyan 2 Teen Gohan's Father-Son Kamehameha is taken from DBZBT2, but it uses the wrong parameters, as it only plays the first part of the rush cutscene.

Adult Gohan

  • Adult Gohan's Explosive Madan uses a placeholder camera angle for its charging sequence, and completely different effects. Because of the different effects and parameters, the Blast 2 won't hit the opponent at all, no matter the range.
  • Adult Gohan's Super Energy Wave Volley costs 2 ki bars instead of 3. It also uses a different camera angle.
  • Adult Gohan's Super Kamehameha is taken from DBZBT2, and it uses different effects.
  • Adult Gohan uses a placeholder transformation animation and camera angle.
  • Super Saiyan Adult Gohan uses a placeholder transformation animation and camera angle.
  • Super Saiyan Adult Gohan uses a different standing pose, taken from DBZBT2.
  • Super Saiyan Adult Gohan uses a placeholder post-transformation animation and camera angle.
  • Super Saiyan Adult Gohan's Explosive Madan uses a placeholder camera angle for its charging sequence, and completely different effects. Because of the different effects and parameters, the Blast 2 won't hit the opponent at all, no matter the range.
  • Super Saiyan Adult Gohan's Super Energy Wave Volley costs 2 ki bars instead of 3. It also uses a different camera angle.
  • Super Saiyan Adult Gohan's Bros. Kamehameha is taken frm DBZBT2, but it uses the wrong parameters, as it only plays the first part of the rush cutscene.
  • Super Saiyan 2 Adult Gohan uses a placeholder post-transformation animation and camera angle.
  • Super Saiyan 2 Adult Gohan uses a different standing pose, taken from DBZBT2.
  • Super Saiyan 2 Adult Gohan's Super Explosive Madan uses a placeholder camera angle for its charging sequence, and completely different effects. Because of the different effects and parameters, the Blast 2 won't hit the opponent at all, no matter the range.
  • Super Saiyan 2 Adult Gohan's Super Energy Wave Volley costs 2 ki bars instead of 3. It also uses a different camera angle.
  • Super Saiyan 2 Adult Gohan's Super Kamehameha is taken from DBZBT2, and it uses different effects.
  • Super Saiyan 2 Adult Gohan's victory animation is broken. The first part of the animation uses the wrong XYZ offsets, while the second part's just fine.
  • Great Saiyaman uses a placeholder post-transformation animation and camera angle.
  • Great Saiyaman's Super Explosive Wave uses a placeholder camera angle, and completely different effects, similar to the ones from DBZBT2. It also costs 2 ki bars, not 4.
  • Great Saiyaman's Justice Slash uses a different camera angle for its charging sequence. It also costs 2 ki bars, not 3.
  • Great Saiyaman's Justice Judgment uses different camera angles for its charging sequence. This Ultimate Blast costs 4 ki bars, and not 5.
  • Great Saiyaman's Justice Pose 1 only boosts Attack, while the final version boosts both Attack and Ki.
  • Great Saiyaman's Justice Finishing Pose does not boost Super.
  • Great Saiyaman's throw uses a different camera angle.

Ultimate Gohan

  • Ultimate Gohan uses a different standing pose, taken from DBZBT2.
  • Ultimate Gohan's Super Explosive Wave uses the right effects, but the wrong animations, which are taken from DBZBT2 Ultimate Gohan's Masenko. The Blast 2 in question also uses a different camera angle for its charging sequence.
  • Ultimate Gohan uses a different throw.
  • Ultimate Gohan's Burst Rush is taken from DBZBT2, but its parameters are incorrect: only the first part of the rush cutscene will play.

Piccolo (Early)

  • Piccolo (Early) uses a different model, similar to the one used for Piccolo (End).
  • Piccolo (Early)'s Lift Strike parameters are different: after the Lift Strike, he teleports in front of the opponent instead of dashing towards him.
  • Piccolo (Early)'s All-Out Blast 1 doesn't boost Attack, like it normally would in the final version.

Piccolo (End)

  • Piccolo (End)'s Light Grenade uses a different camera angle for its charging sequence, and completely different effects.

Nail

  • Nail's Mystic Flasher uses a different extra face for the rush cutscene.

Krillin

  • Krillin's face texture and HUD portraits are different. His eyes are white, not beige.
  • Krillin uses a different throw.
  • Krillin uses different textures for his wristbands and boots.

Yamcha

  • Yamcha's Wolf Fang Fist incorrectly loads the effects before the rush cutscene plays. In continuation, the Blast 2 uses a different camera angle for its charging sequence.
  • Yamcha uses different textures for his wristbands and belt.
  • Yamcha's Spirit Ball uses different camera angles for its charging sequence, but it's lacking effects, so the rush cutscene never plays.

Tien

  • Tien's Dodon Ray uses a placeholder camera angle, and stuns the opponent differently, as the opponent won't fall down to the ground.
  • Tien's Ki Blast Cannon uses a different camera angle. It also costs 2 ki bars, not 3.
  • Tien's Tri-Beam uses different camera angles for its charging sequence, but its parameters have been altered:
  1. The Ultimate Blast won't sacrifise any of your health.
  2. The Tri-Beam projectiles won't follow the opponent after the first hit.

Chiaotzu

  • Chiaotzu uses a placeholder camera angle for his Dodon Ray.
  • Chiaotzu's Psycho Rock Throw uses a different camera angle.
  • Chiaotzu's Telekinesis uses different effects. It also costs 2 Blast Stocks instead of 1.
  • Chiaotzu's throw loads the Kiai Cannon effect once the throw cutscene plays. The throw also uses different parameters.

Vegeta (Scouter)

  • Vegeta (Scouter)'s Galick Gun uses a different camera angle for its charging sequence.
  • Vegeta (Scouter)'s Final Galick Cannon uses slightly longer charging sequences.
  • Vegeta (Scouter)'s Dirty Fireworks uses different hair animations and camera angles for its charging sequence.
  • Great Ape Vegeta (Scouter) uses slightly different camera angles for his Chou Makohou and Chou Makohou Barrage.
  • Great Ape Vegeta (Scouter) uses different Ki Blasts.

Vegeta

  • Vegeta's Galick Gun uses yet another different camera angle.
  • Vegeta's Super Energy Wave Volley uses a different camera angle.
  • Vegeta's Super Explosive Wave uses different camera angles for its charging sequence.
  • Vegeta uses a different Heavy Finish pattern.
  • Vegeta's Rush Ki Wave is purple instead of blue.
  • Vegeta uses a placeholder transformation camera angle.
  • Super Saiyan Vegeta uses a placeholder transformation camera angle.
  • Super Saiyan Vegeta uses a placeholder post-transformation camera angle.
  • Super Saiyan Vegeta uses a different Heavy Finish pattern.
  • Super Saiyan Vegeta's Rush Ki Wave is purple instead of yellow.
  • Super Saiyan Vegeta's Maximum Flasher costs 2 ki bars instead of 3.
  • Super Saiyan Vegeta's Amazing Impact costs 2 ki bars instead of 3. The camera angle for its charging cutscene is also different.
  1. The rush cutscene's animations are slightly different, as the game forgets to display Super Saiyan Vegeta's aura charge during parts of the rush.
  • Super Vegeta uses a placeholder post-transformation camera angle.
  • Super Vegeta's Big Bang Attack uses a placeholder camera angle.
  • Super Vegeta's Spirit Breaking Cannon uses a different camera angle.
  • Super Vegeta's Rush Ki Wave is purple instead of yellow.
  • Super Vegeta uses a different Heavy Finish pattern.

Vegeta (second form)

  • Vegeta (second form)'s Galick Gun uses yet another different camera angle.
  • Vegeta (second form)'s Super Energy Wave Volley uses a different camera angle.
  • Vegeta (second form)'s Rush Ki Wave is purple instead of yellow.
  • Vegeta (second form) uses a different Heavy Finish pattern.
  • Vegeta (second form) uses a different throw.
  • Vegeta (second form)'s transformation is kinda off-center, and it uses a placeholder camera angle.
  • Super Saiyan Vegeta (second form) uses a placeholder transformation camera angle.
  • Super Saiyan Vegeta (second form) uses a placeholder post-transformation camera angle.
  • Super Saiyan Vegeta (second form) uses a different Heavy Finish pattern.
  • Super Saiyan Vegeta (second form)'s Final Flash uses different effects. Said Blast 2 costs 2 ki bars instead of 3.
  • Super Saiyan Vegeta (second form)'s Rush Ki Wave is purple instead of yellow.
  • Super Saiyan Vegeta (second form) uses a different throw.
  • Super Saiyan Vegeta (second form)'s Super Energy Wave Volley uses a different camera angle.
  • Super Saiyan Vegeta (second form)'s Super Explosive Wave uses different camera angles for its charging sequence.
  • Super Saiyan 2 Vegeta (second form) uses a placeholder post-transformation camera angle.
  • Super Saiyan 2 Vegeta (second form)'s Rush Ki Wave is purple instead of yellow.
  • Super Saiyan 2 Vegeta (second form) uses a different Heavy Finish pattern.
  • Super Saiyan 2 Vegeta (second form) uses a slightly different throw: it does 11 hits instead of 12.

Majin Vegeta (End)

  • Majin Vegeta (End)'s Big Bang Attack uses a different camera angle. The Blast 2 itself only does 1 hit.
  • Majin Vegeta (End)'s Final Explosion does not sacrifise any HP.
  • Majin Vegeta (End) uses a different throw.
  • Majin Vegeta (End)'s Rush Ki Wave is purple instead of yellow.

Super Saiyan 4 Vegeta (second form)

  • Super Saiyan 4 Vegeta (second form)'s Rush Ki Wave is purple instead of yellow.
  • Super Saiyan 4 Vegeta (second form) uses a different Heavy Finish pattern.
  • Super Saiyan 4 Vegeta (second form)'s Final Flash uses different effects. Said Blast 2 costs 2 ki bars instead of 3.
  • Super Saiyan 4 Vegeta (second form)'s Spirit Breaking Cannon is missing camera angles for its rush cutscene.
  • Super Saiyan 4 Vegeta (second form)'s Final Shine Attack uses slightly different animations.

Trunks (Sword)

  • Trunks (Sword) uses a different throw.
  • Trunks (Sword)'s Finish Buster uses a different camera angle. It costs 2 ki bars, not 3.
  • Trunks (Sword)'s Burning Storm uses a different camera angle.
  • Trunks (Sword)'s Lightning Sword Slash uses a different camera angle.
  • Trunks (Sword) uses a different Heavy Finish pattern.
  • Trunks (Sword) uses a placeholder transformation camera angle.
  • Super Saiyan Trunks (Sword) uses a placeholder transformation camera angle.
  • Super Saiyan Trunks (Sword)'s Burning Attack costs 2 ki bars, not 3.
  • Super Saiyan Trunks (Sword)'s Burning Storm uses a different camera angle.
  • Super Saiyan Trunks (Sword)'s Shining Sword Attack is missing some effects (e.g. the sword slashes). The Ultimate Blast's parameters have been altered so that the opponent is not vapozired after the attack's done.

Trunks

  • Trunks's entrance animation is broken. It uses a different camera angle and all, but the second part of the entrance animation uses the wrong XYZ offsets.
  • Trunks's Burning Attack costs 2 ki bars, not 3.
  • Trunks's High Speed Rush lacks shakiness.
  • Trunks uses a different Heavy Finish pattern.
  • Trunks's Finish Buster uses different camera angles for its charging sequence.
  • Trunks uses a placeholder transformation camera angle.
  • Super Saiyan Trunks uses a placeholder transformation camera angle.
  • Super Saiyan Trunks uses a placeholder post-transformation camera angle.
  • Super Saiyan Trunks's Burning Attack costs 2 ki bars, not 3.
  • Super Saiyan Trunks's Burning Breaker uses a different camera angle for its charging sequence. The charging sequence uses different animations.
  1. The rush cutscene is different, as it's taken from DBZBT2.
  2. The rush cutscene repeats three times.
  • Super Saiyan Trunks uses a different Heavy Finish pattern.
  • Super Trunks's Finish Buster costs 2 ki bars, not 3.
  • Super Trunks's Burning Attack costs 2 ki bars, not 3.
  • Super Trunks uses a different Heavy Finish pattern.
  • Super Trunks uses different Ki Blasts.
  • Super Trunks's Super Explosive Wave uses different camera angles for its charging sequence. It also uses very different effects.

Kid Trunks

  • Kid Trunks's Full Power Energy Wave costs 2 ki bars, not 3.
  • Kid Trunks's High Speed Rush cost 2 ki bars, not 3. It also uses a different camera angle for its charging sequence.
  • Kid Trunks's throw is different.
  • Kid Trunks's Finish Buster uses different camera angles for its charging sequence.
  • Kid Trunks's transformation uses a placeholder camera angle.
  • Super Saiyan Kid Trunks uses a placeholder post-transformation camera angle.
  • Super Saiyan Kid Trunks's throw is different.
  • Super Saiyan Kid Trunks's Full Power Energy Barrage Wave costs 2 instead of 3. It also uses a placeholder camera angle.
  • Super Saiyan Kid Trunks's High Speed Rush cost 2 ki bars, not 3. It also uses a different camera angle for its charging sequence.
  • Super Saiyan Kid Trunks's Big Tree Cannon uses different effects and camera angles for its charging sequence.

Goten

  • Goten uses a different camera angle for his Full Power Energy Barrage Wave.
  • Goten's Assault! uses a different camera angle for its charging sequence. Like the case with most rushes, it lacks some effects.
  • Goten's Super Kamehameha is taken from DBZBT2, and it uses different effects.
  • Super Saiyan Goten's Assault! uses yet another different camera angle for its charging sequence. Unlike the base form's Assault!, the camera isn't as close. Sadly, the rush cutscene is missing camera angles.
  • Super Saiyan Goten's Bros. Kamehameha is taken from DBZBT2, but it's missing camera angles for the Rush cutscenes. The parameters have also been altered: only the first part of the rush cutscene will play, while the game should normally play the entirety of the rush cutscene.

Gotenks

  • Gotenks's aura is like that of a Super Saiyan's, yet his aura charge is blue.
  • Gotenks's Full Power Energy Wave uses a placeholder camera angle. It costs 2 ki bars instead of 3.
  • Gotenks's High Speed Rush uses a different camera angle for its charging sequence. It costs 2 ki bars instead of 3.
  • Gotenks's Big Tree Cannon uses a placeholder post-transformation camera angle.
  • Gotenks uses a different Heavy Finish pattern.
  • Gotenks uses a placeholder transformation animation and camera angle.
  • Super Saiyan Gotenks uses a placeholder transformation animation and camera angle.
  • Super Saiyan Gotenks uses a placeholder post-transformation animation and camera angle.
  • Super Saiyan Gotenks's entrance animation doesn't load his Super Saiyan aura.
  • Super Saiyan Gotenks uses a different Heavy Finish pattern.
  • Super Saiyan Gotenks's Big Tree Cannon uses a placeholder camera angle. It costs 2 ki bars instead of 3.
  • Super Saiyan Gotenks's Galactic Donuts uses a different camera angle, and because its effects are different, the Blast 2 won't hit the opponent no matter what. It also costs 2 ki bars instead of 3.
  • Super Saiyan Gotenks's Super Ghost Kamikaze Attack uses different camera angles for its charging sequence.
  • Super Saiyan 3 Gotenks uses a placeholder post-transformation animation and camera angle.
  • Super Saiyan 3 Gotenks's Big Tree Cannon uses a placeholder camera angle. It costs 2 ki bars instead of 3.
  • Super Saiyan 3 Gotenks's DIE DIE Missile Barrage uses a different camera angle. It costs 2 ki bars instead of 3.
  • Super Saiyan 3 Gotenks's Charging Ultra Buu Buu Volleyball is taken from DBZBT2, but it uses the wrong parameters: because of this, only the 1st part of the rush cutscene will play.
  • Super Saiyan 3 Gotenks uses a different Heavy Finish pattern.

Vegito

  • Vegito's Big Bang Attack costs 2 ki bars instead of 3. It only deals one hit.
  • Vegito's aura is like that of a Super Saiyan, yet his aura charge is blue.
  • Vegito uses a different Heavy Finish pattern.
  • Vegito's Ki Blast Spread uses a shakier charging sequence.
  • Vegito's Super Kamehameha is taken from DBZBT2, and it uses different effects.
  • Vegito uses a placeholder transformation animation and camera angle.
  • Super Vegito's entrance animation doesn't load his Super Saiyan aura.
  • Super Vegito uses a placeholder transformation animation and camera angle.
  • Super Vegito uses a different ki-charging animation.
  • Super Vegito's Beam Sword Slash uses a different camera angle, and different animations for the rush cutscene as well. It also costs 2 ki bars, not 3.

Super Gogeta

  • Super Gogeta's fully charged Ki Blast is different.
  • Super Gogeta cannot teleport in MAX POWER Mode.
  • Super Gogeta's Big Bang Kamehameha costs 2 ki bars, not 3. Its charging sequence makes the screen shake a little bit.
  • Super Gogeta uses a slightly different camera angle for his Super Explosive Wave's charging sequence, but completely different effects for it. The Blast 2 in consideration also costs 2 ki bars, not 4. Its price has been halved.
  • Super Gogeta uses a different ki-charging animation.
  • Super Gogeta's Finish Sign costs 2 Blast Stocks, not 1.
  • Super Gogeta's Stardust Breaker uses a slightly different rush cutscene. It does 20 hits instead, and its ending is completely different.
  1. The rush also uses different parameters, as the opponent won't be vaporized after the rush. Instead, he'll be lying on the ground.
  2. The Ultimate Blasts costs 4 ki bars, not 5.

Super Saiyan 4 Gogeta

  • Super Saiyan 4 Gogeta's Big Bang Kamehameha costs 4 ki bars, not 3.
  • Super Saiyan 4 Gogeta uses a different ki-charging animation.
  • Super Saiyan 4 Gogeta uses a different camera angle for his throw.
  • Super Saiyan 4 Gogeta cannot teleport in MAX POWER Mode.

Hercule

  • Hercule uses a different animation when floating and running in the air.
  • Hercule's Jetpack doesn't load any of the fire particles.
  • Hercule's Ki Blasts don't behave as intended: they're missing effects, and the rock projectiles are missing.
  • Hercule's charged Ki Blasts will load the grenade objects, but the grenades will never hit the opponent.
  • Hercule's Dynamic Mess Em Up Puch uses a placeholder camera angle for its charging sequence. Its animations and parameters have also been altered:
  1. It will always deal damage.
  2. When the opponent gets hit during the rush cutscene, the game will play their pain sounds.
  3. The Blast 2 costs 2 ki bars, and not 3.
  • Hercule's throw uses different animations:
  1. When Hercule kicks his opponent, the kick will do 8 hits instead of 1.
  2. After the throw does 17 hits, the game will no longer count the other hits.
  3. Throughout the whole throw, the game will play the opponent's pain sounds, suggesting that they're getting hurt, despite them standing completely still.
  • Hercule's Present Bomb uses incorrect parameters. Because of this, he has to do a Step-In before he does the Super Attack, and the game doesn't load the Present object either way.
  • Hercule's Mister Buu Arrives! Ultimate Blast uses different camera angles (obviously taken from DBZBT2) for its charging sequence. It also costs 4 ki bars, not 5.
  • Hercule's False Courage costs 2 Blast Stocks, not 3. It will only boost Hercule's Defense.

Videl

  • Videl's Ki Blasts are long-range, not close-range.
  • Videl's fully charged Ki Blasts unload earlier than they should, and some of the particles are different.
  • Videl's High Speed Rush uses a different camera angle for its charging sequence.
  • Videl's Desperado Rush costs 2 ki bars, not 3. It also uses a different camera angle for its charging sequence.
  • Videl uses a different Heavy Finish pattern.
  • Videl's Videl Rush uses different camera angles for its charging sequence.
  • Great Saiyaman 2's Justice Countdown uses a different camera angle for its charging sequence.
  • Great Saiyaman 2's Justice Rush 2 uses a different camera angle for its charging sequence.
  • Great Saiyaman 2's Justice Judgment uses different camera angles for its charging sequence.
  • Great Saiyaman 2's Justice Finishing Pose uses different effects.
  • Great Saiyaman 2 doesn't gain any additional Vanishing Attacks when in MAX POWER Mode.
  • Great Saiyaman 2's Ki Blasts are long-range, not close-range.
  • Great Saiyaman 2's fully charged Ki Blasts are no longer close-range.

Supreme Kai

  • Supreme Kai's Energy's Last uses a placeholder camera angle, and it costs 2 ki bars instead of 3.
  • Supreme Kai's Crazy Rush uses a different camera angle, and it costs 2 ki bars instead of 3.
  • Supreme Kai's Gekiretsu Shin'ou'hou uses different camera angles for its charging sequence.
  • Supreme Kai uses a placeholder camera angle for his transformation.
  • Kibito Kai uses a placeholder post-transformation camera angle.
  • Kibito Kai's Full Power Energy Wave uses a placeholder camera angle, and it costs 2 ki bars instead of 3.
  • Kibito Kai uses a different animation when he releases any charged Ki Blast.
  • Kibito Kai's Crazy Combination uses a different camera angle for its charging sequence. It also uses slightly different animations.
  • Kibito Kai's Shin Gekiretsu Shin'ou'Hou uses different camera angles for its charging sequence.

Yajirobe

  • Yajirobe uses a different animation when floating or running in the air.
  • For unknown reasons, Yajirobe can actually fire Ki Blasts.
  • Yajirobe's Ka-Blam Slicer stuns the opponent differently. It also costs 2 ki bars, not 3.
  • Yajirobe's Flash and Kill uses a different camera angle for its charging sequence. It's also lacking some effects (e.g. the sword slash).
  • Yajirobe's Miracle Ka-Blam Slash uses different camera angles for its charging sequence. It also uses slightly different effects for the ending. The attack parameters are different so that the Ultimate Blast costs 4 ki bars, not 5.

Pikkon

  • Pikkon's Hyper Tornado uses a placeholder camera angle. The Blast 2 is boosted differently (Up + Square, not Down + Square), and it costs 2 ki bars as opposed to 4.
  1. The attack parameters are different so that the opponent is stunned differently.
  2. In addition, the Blast 2 uses different effects.
  • Pikkon's Burning Shoot is entirely taken from DBZBT2. It costs 2 ki bars, not 3.
  • Pikkon's Thunder Flash uses different camera angles for its charging sequence. It also costs 4 ki bars, not 5.
  • Pikkon's aura is blue, yet his aura charge is yellow.
  • Pikkon uses a different Heavy Finish pattern.

Tapion

  • Tapion's fully charged Ki Blasts are different.
  • Tapion's Brave Cannon uses a placeholder camera angle.
  • Tapion's Brave Slash costs 2 ki bars instead of 3. It also uses a different camera angle.
  • Tapion's Brave Sword Attack costs 4 ki bars instead of 5. It uses different (but still lacking) effects, as there's no flash at the end. The Ultimate Blast also uses different camera angles for its charging sequence.

Pan

  • Pan's Gill Missile costs 2 ki bars instead of 3. It also uses a different camera angle for its charging sequence. The Blast 2's animations have been altered, so that the rocket's hit doesn't count.
  • Pan's Maiden's Rage! uses different camera angles for its charging sequence.

Uub

  • Uub's aura is different, even though his aura charge is yellow. His aura is the same one that's used for weak humans, like Mr. Satan, Videl, General Blue etc...
  • Uub's Blazing Barrage Palm costs 2 ki bars instead of 3. The animations for said Blast 2 are slightly, slightly altered. You can tell by the beginning of the rush cutscene.
  • Uub's Super Explosive Wave uses different effects and camera angles for its charging cutscene.
  • Uub uses a placeholder transformation camera angle.
  • Majuub uses a placeholder post-transformation camera angle.
  • Majuub's Super Energy Wave Volley costs 2 ki bars instead of 3, and it uses a different camera angle.
  • Majuub's Chocolate Beam is taken from DBZBT2, but it's still unfinished. The camera angles for the rush cutscene are incorrect, and if anything, the chocolate object doesn't even load. It also costs 2 ki bars, not 3.
  • Majuub's aura is different, even though his aura charge is blue. His aura is the regular blue aura.
  • Majuub uses a different camera angle for his throw.
  • Majuub cannot teleport in MAX POWER Mode.
  • Majuub's Lightning Arrow uses different camera angles for its charging sequence.
  • When Majuub powers up, the game plays the steam sound effect used for Super Buu's ki-charging animation, but it forgets to play the aura sound effect as well.
  • Majuub's Mystic Breath costs 2 Blast Stocks, not 1.

Master Roshi

  • Master Roshi's High Speed Rush costs 2 ki bars, not 3.
  • Master Roshi uses a different animation when floating or running in the air.
  • Master Roshi's Mankoku Kyoutenshou costs 4 ki bars instead of 5, and it lacks effects. Because of this, the Ultimate Blast will never hit the opponent, and therefore the rush cutscene is left unused.
  • Master Roshi (MAX Power)'s The Original Kamehameha uses a placeholder camera angle.
  • Master Roshi (MAX Power)'s Turtle School Ultimate Fist costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  • Master Roshi (MAX Power)'s aura charge is yellow, not white.
  • Master Roshi (MAX Power)'s uses a different animation when floating or running in the air.
  • Master Roshi (MAX Power)'s MAX POWER Kamehameha uses different camera angles for its charging sequence.
  • Master Roshi (MAX Power)'s Pump Up costs 2 Blast Stocks instead of 1, and it boosts both Attack and Defense.

Grandpa Gohan

  • Grandpa Gohan's Turtle School Four Virtues uses a different camera angle for its charging sequence, and it costs 2 ki bars instead of 3.
  • Grandpa Gohan uses a different animation when floating or running in the air.
  • Grandpa Gohan's Turtle School Tranquility uses different camera angles for its charging sequence. The Ultimate Blast also uses different parameters:
  1. Only the first part of the rush cutscene is played.
  • Grandpa Gohan uses a different Heavy Finish pattern.
  • Grandpa Gohan's Rushing Techniques are different.

Nam

  • Nam's Shura Gekiretsuken costs 2 ki bars instead of 3, and it uses slightly different animations for its charging sequence. The parameters for said Blast 2 are also incorrect.
  • Nam uses a glitchy animation when floating or running in the air.
  • Nam's Cross Arm Attack costs 2 ki bars instead of 4. In addition, its animations are slightly different so that the attack's VFX load later.
  • Nam's Afterimage costs 2 Blast Stocks, not 1.
  • Nam can actually fire one or two Ki Blasts at a time in the demo, while in the final version, he cannot fire any.
  • Nam's For The Villagers Blast 1 doesn't boost Defense, and its VFX are slightly different.
  • Nam's Cross Arm Dive uses slightly different animations.

Android #8

  • Android #8's entrance animation is glitchy.
  • Just like Nam, Android #8 can only fire one or two Ki Blasts at a time.
  • Android #8's Eighter Attack costs 2 ki bars instead of 4, and it stuns the opponent differently.
  • Android #8's Eighter's Anger Blast 2 uses different parameters:
  1. The Blast 2 costs 2 ki bars instead of 3.
  2. The Blast 2 behaves like a rush.
  3. Only the first part of the rush cutscene is played.
  4. The Blast 2 is missing VFX.
  5. The rest of the parameters are incorrect.
  • Android #8's You Hurt Goku! Ultimate Blast uses the incorrect parameters for the rush's ending. Because of this, he's still stuck in the rush cutscene, even though the rush is already over.

King Vegeta

  • King Vegeta's Execution Beam does 4 hits, not 1.
  • King Vegeta's Super Energy Wave Volley costs 3 ki bars, not 2.
  • King Vegeta's Orga Blaster uses a shaky ending for its rush cutscene.
  • King Vegeta uses a different Heavy Finish pattern.
  • Great Ape King Vegeta's Super Explosive Wave uses different VFX.

Bardock

  • Bardock's Saiyan Soul costs 3 Blast Stocks, not 2.
  • Bardock's Full Power Energy Wave costs 2 ki bars, not 3. It also uses a placeholder camera angle.
  • Bardock's Final Revenger costs 2 ki bars,4 not 3. It also uses a different camera angle for its charging sequence, and its rush cutscene is taken from DBZBT2.
  • Bardock's Final Spirit Cannon costs 4 ki bars, not 5. It also uses different VFX and camera angles for its charging sequence.
  • Bardock uses the wrong aura. His aura is the same one that's used for characters like Zarbon, Dodoria, etc..
  • Bardock's Great Ape Transformation is not listed in his Skill List.
  • Bardock's Rush Ki Wave uses a different combo.
  • Great Ape Bardock's Ki Blasts are different.
  • Great Ape Bardock's Chou Makouhou costs 2 ki bars instead of 4.
  • Great Ape Bardock's Super Explosive Wave costs 2 ki bars instead of 4, and it uses different VFX.
  • Great Ape Bardock's Chou Makohou Barrage uses different VFX and camera angles.

Fasha

  • Fasha uses a different Heavy Finish pattern.
  • Fasha's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Fasha uses the wrong aura. Her aura is the same one that's used for characters like Zarbon, Dodoria, etc..
  • Fasha's Energy Ballet costs 2 ki bars instead of 3, and it uses a different camera angle.
  • Fasha's Hysteric Saiyan Lady uses different camera angles for its charging sequence. The animations are slightly different, too.
  • Fasha's ki blasts are slightly different.
  • Great Ape Fasha uses a slightly different camera angle for his Chou Makouhou Barrage. Said Blast 2 costs 2 ki bars, not 3.
  • Great Ape Fasha's Gigantic Rock Throw costs 2 ki bars, not 3.
  • Great Ape Fasha's Gigantic Saiyan Lady uses different camera angles for its charging sequence.

Raditz

  • Raditz's Here's a present! Blast 2 uses a different camera angle. It also costs 2 ki bars, not 3.
  • Raditz's I'm a Top-Class Warrior! Blast 2 uses a different camera angle. It also costs 2 ki bars, not 3.
  • Raditz's Begone! Ultimate Blast uses different camera angles.
  • Raditz uses a different Heavy Finish pattern.
  • Great Ape Raditz's Chou Makouhou costs 2 ki bars, not 3.
  • Great Ape Raditz's Gigantic Rock Throw costs 2 ki bars, not 3.
  • Great Ape Raditz's Chou Makousen uses different camera angles.

Saibaman

  • Saibaman's Full Power Energy uses a placeholder camera angle. It also costs 2 ki bars, not 3.
  • Saibaman's High Speed Rush uses a different camera angle for its charging sequence. It also costs 2 ki bars, not 3.
  • Saibaman uses a different Heavy Finish pattern.
  • Saibaman's Acid costs 2 Blast Stocks, not 1.
  • Saibaman's Saibaman Bomb costs 4 ki bars, not 5. It also uses different camera angles for its charging sequence.

Nappa

  • Nappa's Volcanic Explosion costs 2 ki bars, not 3. Its VFX are also different.
  • Nappa's Blazing Storm costs 2 ki bars, not 4.
  • Nappa's Pump Up costs 2 Blast Stocks instead of 1.
  • Great Ape Nappa's Gigantic Rock Throw costs 2 ki bars, not 3.
  • Great Ape Nappa's Super Explosive Wave costs 2 ki bars, not 4. Said Blast 2 also uses different VFX.
  • Great Ape Nappa's Ki Blasts are smaller.

Zarbon

  • Zarbon uses a different Heavy Finish pattern.
  • Zarbon's Shooting Star Arrow costs 2 ki bars instead of 3.
  • Zarbon's Bloody Dance costs 2 ki bars instead of 3, and it uses a different camera for its charging animation. The animations have been changed, too. You can tell by the different ending.
  • Zarbon's Elegant Blaster uses different camera angles.
  • Zarbon's transformation uses a placeholder camera angle.
  • Zarbon (Post-Transformation) uses a placeholder post-transformation camera angle.
  • Zarbon (Post-Transformation)'s Elegant Blaster costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Zarbon (Post-Transformation)'s Wild Pressure is taken from DBZBT2, but it uses the wrong parameters. Because of this, only the first part of the rush cutscene will play. Like the case with most rushes, the Blast 2 costs 2 ki bars, not 3.
  • Zarbon (Post-Transformation)'s Monster Rush is taken entirely from DBZBT2, which is why it behaves like a normal rush. Its animations have been slightly altered, too.

Dodoria

  • Dodoria's Chou Makouhou costs 2 ki bars instead of 3, and its camera angle is slightly different.
  • Dodoria's Dodoria Head Breaker Blast 2 costs 2 ki bars instead of 4, and its animations, VFX & camera angle are quite different.
  • Dodoria's aura is different, as it's not purple anymore.
  • Dodoria's Ultimate Blast uses different VFX.
  • Dodoria's Pump Up costs 2 Blast Stocks instead of 1.

Cui

  • Cui's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Cui's Full Power Energy Barage Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Cui's Ah! Lord Frieza Ultimate Blast uses different camera angles for its charging sequence.
  • Cui uses a different Heavy Finish pattern.

Captain Ginyu

  • Captain Ginyu uses a different Kiai Cannon pattern.
  • Captain Ginyu's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Captain Ginyu's Galaxy Dynamite costs 2 ki bars instead of 3, and it uses a different camera angle.
  • Captain Ginyu's Body Change uses different VFX and camera angles for its charging sequences. In fact, the attack has a different ending, and you never get to swap bodies with anyone.
  • Captain Ginyu's Self-Harm sacrifices more health, and it only boosts Super and Ki.

Recoome

  • Recoome's 2nd costume is different. It's a recolor of his first one.
  • Recoome's Eraser Gun costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Recoome's Recoome Renegade Bomber costs 2 ki bars instead of 3, and it uses a different camera angle.
  • Recoome's Recoome Fighting Bomber costs 4 ki bars instead of 5, and it uses different camera angles.

Burter

  • Burter's throw uses a different camera angle.
  • Burter's Full Power Energy Ball costs 2 ki bars instead of 3, and it uses a placeholder camera angle. Its parameters have been altered so that the VFX last longer and that the Blast 2 does 3 hits, as opposed to 2.
  • Burter's Space Mach Attack uses a different camera angle.
  • Burter uses a different Heavy Finish pattern.
  • Burter's Purple Comet Attack uses different camera angles for its charging sequence, and its parameters have been altered:
  1. Jeice doesn't assist Burter in the rush cutscene at all.
  2. The last part of the rush cutscene doesn't play.

Jeice

  • Jeice's Full Power Energy Wave uses a placeholder camera angle.
  • Jeice's Crusher Ball costs 2 ki bars instead of 3, and it uses a different camera angle.
  • Jeice's Purple Comet Attack is very different.
  1. It uses different camera angles for its charging sequence.
  2. The rush's Crusher Ball effect is missing.
  3. Burter doesn't assist Jeice in the rush cutscene at all.
  4. The last part of the rush cutscene is repeated once more.
  • Jeice uses a different Heavy Finish pattern.

Guldo

  • Guldo's Psychic Rock Throw costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Guldo's Full Power Energy Barrage uses a different camera angle, and it costs 2 ki bars instead of 3.
  • Guldo's Paralysis costs 2 Blast Stocks instead of 1.
  • Guldo's Guldo Special costs 4 ki bars instead of 5, and it uses different camera angles for its charging sequence. In fact, its VFX are also a bit different.
  • Guldo uses a different Heavy Finish pattern.

Frieza

  • Frieza (1st Form)'s Death Beam uses slightly different VFX.
  • Frieza (1st Form)'s Punishing Rush costs 2 ki bars instead of 3, and it uses a different camera angle.
  • Frieza (1st Form)'s Death Ball costs 4 ki bars instead of 5, and it uses completely different VFX, similar to the ones from DBZBT2.
  • Frieza (1st Form)'s Ki Blasts are different.
  • Frieza (1st Form)'s transformation uses placeholder animations, camera angles and VFX.
  • Frieza (2nd Form)'s transformation uses placeholder animations, camera angles and VFX.
  • Frieza (2nd Form)'s post-transformation uses a placeholder animation and camera angle.
  • Frieza (2nd Form)'s Death Storm costs 2 ki bars instead of 3, and it uses a slightly different camera angle.
  • Frieza (2nd Form)'s HAIL Frieza uses different camera angles for its charging sequence. It's also missing the horn sound effect.
  • Frieza (3rd Form)'s transformation uses placeholder animations, camera angles and VFX.
  • Frieza (3rd Form)'s post-transformation uses a placeholder animation and camera angle.
  • Frieza (3rd Form) uses a different Kiai Cannon pattern.
  • Frieza (3rd Form) uses a different Heavy Finish pattern.
  • Frieza (3rd Form)'s Death Beam uses slightly different VFX.
  • Frieza (3rd Form)'s High Speed Rush costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  • Frieza (3rd Form)'s Crazy Death Beam uses different camera angles.
  • Frieza (Final Form)'s transformation uses placeholder animations, camera angles and VFX.
  • Frieza (Final Form)'s post-transformation uses a placeholder animation and camera angle.
  • Frieza (Final Form)'s Barrage Death Beam uses a placeholder camera angle.
  • Frieza (Final Form)'s I Might Die This Time. Blast 2 might use the same animations, but its parameters, VFX and camera angles are completely different.
  1. The rock objects are missing.
  2. The camera angles for the rush cutscene are missing.
  3. The Blast 2 costs 2 ki bars, not 3 like in the final.
  • Frieza (Final Form)'s Death Ball costs 4 ki bars, and not 5.
  • Frieza (Final Form) uses a different Kiai Cannon pattern.
  • Frieza (Full Power)'s post-transformation uses a placeholder animation and camera angle.
  • Frieza (Full Power)'s face texture is different.
  • Frieza (Full Power)'s Death Saucer costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Frieza (Full Power)'s ki-charging animation is different.
  • Frieza (Full Power)'s Nova Strike costs 2 ki bars instead of 4, and it uses a different camera angle. In fact, its VFX are also a bit different. Its parameters are also different, so that the opponent won't fall down to the ground once they get hit by the Blast 2.
  • Frieza (Full Power)'s You'll Die At My Hand! costs 4 ki bars instead of 5, and it uses a different secondary camera angle.
  • Frieza (Full Power)'s Long-awaited for 100% Blast 1 will not boost Attack and Defense, and its VFX are slightly different.
  • Mecha Frieza uses the wrong aura. His aura is the same one that's used for characters like Zarbon, Dodoria, etc..
  • Mecha Frieza's Death Beam uses slightly different VFX.
  • Mecha Frieza's Fissure Slash costs 2 ki bars, not 3.
  • Mecha Frieza's Supernova costs 4 ki bars, not 5.
  • Mecha Frieza's Long-awaited for 100% Blast 1 will not boost Super and Ki.

King Cold

  • King Cold's Full Power Death Beam uses a different camera angle.
  • King Cold's Super Explosive Wave uses different VFX.

Appule

  • Appule's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Appule's High Speed Rush costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence. The Blast 2's rush cutscene is also missing its camera angles.
  • Appule uses a different Heavy Finish pattern.
  • Appule's Full Power Energy Ball uses different VFX and camera angles.

Frieza Soldier

  • Frieza Soldier's (1st) Energy Wave uses a placeholder camera angle.
  • Frieza Soldier's (2nd) Energy Wave uses a placeholder camera angle.2
  • Frieza Soldier's aura is purple (on the verge of pink), not white like in the final.
  • Frieza Soldier's Ki Blasts are different.
  • Frieza Soldier's Life-Risking Blow! costs 4 ki bars instead of 5, and it uses different camera angles.

Android #16

  • Android #16's Hell's Impact Blast 2 costs 2 ki bars instead of 4, and it uses a placeholder camera angle.
  1. Also, both costumes use the same hand object for said Blast 2. In the final version, the 2nd costume uses its own hand object.
  • Android #16's Hell's Flash Blast 2 is completely different.
  1. It uses different animations and camera angles for its charging sequence.
  2. The rush cutscene is missing its camera angles.
  3. The VFX are also different.
  4. The parameters have been slightly altered.
  • Android #16's Self-Destruct Device uses different camera angles for its charging sequence, and different VFX as well. The explosion is way smaller, and the animations have been altered so that the attack does 1 hit instead of 2 like in the final.

Android #17

  • Android #17's Full Power Energy Ball costs 2 ki bars instead of 3, and it uses a placeholder camera angle. Its parameters have been altered so that the VFX last longer and that the Blast 2 does 5 hits, as opposed to 2.
  • Android #17's Photon Flash uses a different camera angle.
  • Android #17's Sadistic Dance uses different camera angles for its charging sequence.
  1. The Ultimate Blast in question uses different VFX, and its ending is also different.
  2. In addition, the rush cutscene's animations and camera angles have been edited slightly, so that the rush does 24 hits in total instead of 29.
  3. The rush is also shorter, because of its different ending.

Android #18

  • Android #18's Infinity Bullet costs 2 ki bars instead of 3, and it uses a placeholder camera angle. In fact, its VFX are also a bit different.
  • Android #18's Destructo Disc costs 2 ki bars instead of 3, and it uses a different camera angle.
  • Android #18 uses a different Heavy Finish pattern.
  • Android #18's Sadistic 18 uses different camera angles for its charging sequence, and its VFX are also different. The animations & camera angles for the rush cutscene have also been altered, so that the attack has a different ending, similar to the one from DBZBT2.

Android #19

  • Android #19's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Android #19's High Speed Rush uses a different camera angle.
  • Android #19's Drain Life 19 uses different camera angles for its charging sequence.
  • Android #19's Pump Up costs 2 Blast Stocks instead of 1.

Dr. Gero

  • Dr. Gero's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Dr. Gero's Bionic Punisher uses a different camera angle.
  • Dr. Gero's Drain Life 20 uses different camera angles for its charging sequence, and the rush itself does 13 hits in total instead of 11 like in the final.
  • Dr. Gero's False Courage costs 2 Blast Stocks instead of 1, and it does not weaken Attack.

Cell

  • Cell (1st Form)'s aura is white, yet his aura charge is yellow.
  • Cell (1st Form)'s Special Beam Cannon costs 2 ki bars, not 4.
  • Cell (1st Form)'s Drain Life Cell uses different camera angles for its charging sequence.
  • Cell (1st Form) uses a different Heavy Finish pattern.
  • Cell (1st Form)'s throw uses a different camera angle.
  • Cell (2nd Form)'s Big Bang Crash uses a placeholder camera angle, and it costs 2 ki bars instead of 3 like in the final.
  • Cell (2nd Form)'s throw uses a different camera angle.
  • Cell (2nd Form) uses slightly different VFX for his post-transformation sequence.
  • Cell (2nd Form)'s aura charge is blue, not yellow like in the final. Same thing for his normal aura.
  • Cell (2nd Form)'s Drain Life Cell costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  • Cell (2nd Form)'s Unforgivable! costs 4 ki bars instead of 5, and it uses different camera angles for its charging sequence.
  1. When Cell powers up during the rush cutscene, the aura VFX and SFX are missing.
  2. The rush uses a different ending.
  3. The Ultimate Blast's parameters have been altered, so that the attack won't sacrifice any of your HP.
  • Cell (2nd Form)'s transformation uses slightly different animations, which forces the game to trigger the Heavy Finish VFX when Cell's about to hit Android #18.
  • Perfect Cell uses slightly different VFX for his post-transformation sequence.
  • Perfect Cell's aura is white, yet his aura charge is yellow.
  • Perfect Cell's ki-charging animation is taken from DBZBT2.
  • Perfect Cell's Perfect Barrier uses different SFX.
  • Perfect Cell's fully charged Ki Blasts are different.
  • Perfect Cell cannot teleport in MAX POWER Mode.
  • Perfect Cell uses placeholder transformation animations and camera angles, but the transformation itself is lacking VFX.
  • Cell (Perfect) uses a placeholder post-transformation animation and camera angle.
  • Cell (Perfect)'s ki-charging animation is taken from DBZBT2.
  • Cell (Perfect)'s aura is green, yet his aura charge is that of a Super Saiyan.
  • Cell (Perfect) cannot teleport in MAX POWER Mode.
  • Cell (Perfect)'s Full Power Death Beam uses a placeholder camera angle.
  • Cell (Perfect)'s Perfect Combination costs 2 ki bars instead of 3, and its parameters have been altered, so that you can move freely during the rush.
  • Cell (Perfect)'s Solar Kamehameha costs 4 ki bars instead of 5.

Cell Jr

  • Cell Jr's Special Beam Cannon costs 2 ki bars instead of 4.
  • Cell Jr's High Speed Rush costs 2 ki bars instead of 3, and it uses a different camera angle.
  • Cell Jr's Super Kamehameha uses different camera angles and animations for its charging sequence, and the Ultimate Blast's VFX are very different.
  • Cell Jr uses a different Heavy Finish pattern.

Babidi

  • Babidi's Pui Pui Nice Shot uses a slightly different rush cutscene.
  • Babidi's Yakon Is Next! Blast 2 costs 2 ki bars instead of 3, and it uses slightly different VFX.
  • Babidi's Ki Blasts are bigger in size.

Demon King Dabura

  • Demon King Dabura's Evil Impulse uses a slightly different camera angle. Weirdly enough, it costs 3 ki bars instead of 2.
  • Demon King Dabura's Darkness Sword Attack uses slightly differernt VFX.
  • Demon King Dabura's aura is pink, yet his aura charge is red.
  • Demon King Dabura's throw uses a different camera angle.
  • Demon King Dabura uses a different Heavy Finish pattern.
  • Demon King Dabura uses a different Kiai Cannon pattern.

Majin Buu

  • Majin Buu's Flame Shower Breath costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Majin Buu's Angry Explosion uses different camera angles for its charging sequence. Its VFX are a bit different, too.

Majin Buu (Pure Evil)

  • Majin Buu (Pure Evil) uses a different Heavy Finish pattern.
  • Majin Buu (Pure Evil)'s aura is pink, even though his aura charge is red.
  • Majin Buu (Pure Evil)'s Mystic Breath costs 2 Blast Stocks, not 1. Its VFX are also a bit different.
  • Majin Buu (Pure Evil)'s Flame Shower Breath costs 2 ki bars instead of 3, and it uses a different camera angle.
  • Majin Buu (Pure Evil)'s Super Explosive Wave uses different camera angles and VFX.

Super Buu

  • Super Buu's Genocide Blast uses a placeholder camera angle, and slightly different VFX.
  • Super Buu's Chocolate Beam is taken from DBZBT2, however the camera angles & the chocolate object for the rush cutscene are missing.
  • Super Buu's Revenge Death Bomber costs 4 ki bars instead of 5, and it uses different camera angles too. The parameters have also been altered, so that the attack won't take away any of your HP.
  • Super Buu's transformation uses placeholder camera angles and VFX.
  • Super Buu uses a different Kiai Cannon pattern.
  • Super Buu (Gotenks Absorbed)'s transformation uses placeholder camera angles and VFX.
  • Super Buu (Gotenks Absorbed)'s post-transformation uses a placeholder camera angle.
  • Super Buu (Gotenks Absorbed) uses a different Kiai Cannon pattern.
  • Super Buu (Gotenks Absorbed) uses a different Ground Slash pattern.
  • Super Buu (Gotenks Absorbed)'s Galactic Donuts uses a different camera angle, and because its VFX are different, the Blast 2 won't hit the opponent no matter what. It also costs 2 ki bars instead of 3.
  • Super Buu (Gotenks Absorbed)'s Special Beam Cannon costs 2 ki bars instead of 4.
  • Super Buu (Gotenks Absorbed)'s Super Kamehameha uses different camera angles and animations for its charging sequence, and the Ultimate Blast's VFX are very different.
  • Super Buu (Gohan Absorbed)'s post-transformation uses a placeholder camera angle.
  • Super Buu (Gohan Absorbed)'s Chocolate Beam is taken from DBZBT2, however the camera angles & the chocolate boject for the rush cutscene are missing.
  • Super Buu (Gohan Absorbed)'s Super Ghost Kamikaze Attack uses different camera angles for its charging sequence, and it's missing a few VFX and SFX.
  • Super Buu (Gohan Absorbed) uses a different Kiai Cannon pattern.
  • Super Buu (Gohan Absorbed) uses a different Ground Slash pattern.

Kid Buu

  • Kid Buu's entrance animation is slightly different, too.

Garlic Jr

  • Garlic Jr's aura is red, not purple like in the final.
  • Garlic Jr's Darkness Eye Beam uses a placeholder camera angle.
  • Garlic Jr's High Speed Rush costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  • Garlic Jr uses a different Heavy Finish pattern.
  • Garlic Jr's Full Power Energy Ball uses different camera angles.
  • Garlic Jr's Ki Blasts are way bigger in size.
  • Garlic Jr's transformation uses placeholder camera angles and VFX.
  • Super Garlic Jr's post-transformation uses a placeholder camera angle.
  • Super Garlic Jr's Death Impact costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Super Garlic Jr's Darkness Illusion is taken from DBZBT2, however it uses the wrong parameters.
  1. The Blast 2 costs 2 ki bars instead of 4.
  2. It uses different camera angles for its charging sequence.
  3. The second part of the rush cutscene is repeated twice, and after the rush, the opponent clips through the ground, making it impossible to hit them.
  • Super Garlic Jr uses a secondary Rolling Hammer pattern, which repeats the Rolling Hammer animation thrice.
  • Super Garlic Jr's Dead Zone costs 4 ki bars instead of 5, and its VFX are different.
  • Super Garlic Jr's Makyo Star only boosts Attack and Defense.
  • Super Garlic Jr's throw uses a different camera angle.
  • Super Garlic Jr's Heavy Finish pattern is a bit different.

Dr. Wheelo

  • Dr. Wheelo's Photon Strike costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Dr. Wheelo's Gigantic Bomber costs 2 ki bars instead of 4, and it uses a different camera angle. Its animations and parameters have been edited, so that the opponent is stunned differently.
  • Dr. Wheelo's Blaster Wave animations are slightly different.
  • Dr. Wheelo's aura is purple, not red like in the final.
  • Dr. Wheelo's Planet Geyser costs 4 ki bars instead of 5, and it uses different camera angles.
  • Dr. Wheelo's victory animation uses the wrong camera angle.

Turles

  • Turles's Kill Driver costs 2 ki bars instead of 3, and it uses a static camera angle.
  • Turles's Full Power Energy Barrage Wave costs 2 ki bars instead of 3, and it uses a different camera angle.
  • Turles's Fruit of the Tree of Might Blast 1 only boosts Attack, Defense and Ki.
  • Turles's Meteor Burst costs 4 ki bars instead of 5, and it uses different camera angles for its charging sequence. The animations are a bit different, too.
  • Turles's aura is different, similar to the one Super Garlic Jr. uses.
  • Turles's transformation uses a placeholder camera angle.
  • Great Ape Turles's post-transformation uses a placeholder camera angle.
  • Great Ape Turles's Chou Makouhou costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Great Ape Turles's Chou Makouhou Barrage costs 2 ki bars instead of 3, and it uses a different camera angle.
  • Great Ape Turles's Chou Makousen uses different camera angles.
  • Great Ape Turles's Ki Blasts are different.
  • Great Ape Turles's aura is different, similar to the one Super Garlic Jr. uses.

Slug

  • Slug's Finger Beam uses a different camera angle.
  • Slug's Darkness Eye Beam costs 2 ki bars instead of 3, and it uses a different camera angle.
  • Slug's Power of Darkness costs 4 ki bars instead of 5, and it uses different camera angles for its charging sequence. There's also one more difference: the rush does 5 hits in total, not 6 like in the final.
  • Slug's throw uses a different camera angle.
  • Slug's transformation uses placeholder camera angles & VFX.
  • Slug (Giant) uses a placeholder post-transformation camera angle.
  • Slug (Giant)'s entrance animation is missing its second part, so the game repeats the first one until he's done saying his pre-battle quote.
  • Slug (Giant)'s Darkness Eye Beam costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Slug (Giant)'s Super Explosive Wave costs 2 ki bars instead of 4, and it uses different VFX. Its camera angle is also different.
  • Slug (Giant)'s Darkness Blaster uses different camera angles for its charging sequence.
  • Slug (Giant)'s Ki Blasts are smaller in size.

Salza

  • Salza's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle. Its animations and VFX are also different.
  • Salza's Scatter Finger Beam uses a different camera angle.
  • Salza's Salza Blade Rush costs 4 ki bars instead of 5, and it uses different camera angles for its charging sequence.
  • Salza's charged Ki Blasts are different.
  • Salza uses a different Heavy Finish pattern.

Cooler

  • Cooler's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Cooler's Darkness Eye Beam uses a different camera angle.
  • Cooler's aura is white, not purple like in the final.
  • Cooler's Death Ball uses different camera angles and VFX.
  • Cooler's Ki Blasts are different, including charged Ki Blasts.
  • Cooler uses a different Heavy Finish pattern.
  • Cooler's transformation uses placeholder animations, camera angles and VFX.
  • Cooler (Final Form)'s post-transformation uses a placeholder animation and camera angle.
  • Cooler (Final Form)'s Death Beam uses a completely different, but still similar camera angle.
  • Cooler (Final Form)'s ki-charging animation is different. In fact, the first part of the ki-charging sequence uses the wrong animation, which makes Cooler do the T-Pose. His tail's also erect during the T-Pose, since it hasn't been animated yet.
  • Cooler (Final Form)'s aura is white, not purple like in the final.
  • Cooler (Final Form)'s Death Chaser costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence. The rush cutscene is taken from DBZBT2.
  • Cooler (Final Form)'s Supernova costs 4 ki bars instead of 5, and it uses different camera angles for its charging sequence. Its parameters are also different, so that it cannot blow up the planet.
  • Cooler (Final Form)'s charged Ki Blasts are different.

Meta-Cooler

  • Meta-Cooler's Lock-On Buster costs 2 ki bars instead of 4.
  • Meta-Cooler's aura is white, not purple like in the final.
  • Meta-Cooler's Supernova costs 4 ki bars instead of 5, and it uses slightly different VFX.
  • Meta-Cooler cannot teleport in MAX POWER Mode.

Android #13

  • Android #13 uses a different Heavy Finish pattern.
  • Android #13 uses different VFX for his transformation.
  • Android #13 (Fusion) uses a different post-transformation camera angle.
  • Android #13 (Fusion)'s entrance animation is completely different, as it was likely designed for another character instead.
  • Android #13 (Fusion) uses a different ki-charging animation.
  • Android #13 (Fusion)'s aura is white, and not red like in the final.
  • Android #13 (Fusion)'s S.S. Deadly Hammer uses different animations for its charging cutscene, and it behaves like a normal rush.

Broly

  • Broly's ki-charging animation is different.
  • Broly's transformation uses different VFX.
  • Super Saiyan Broly's ki-charging animation is different.
  • Super Saiyan Broly's aura is the same as his base form's.
  • Super Saiyan Broly's Super Explosive Wave uses different SFX, but slightly different VFX.
  • Super Saiyan Broly's transformation costs 1 Blast Stock instead of 2, and its VFX are different. However, the camera angles are a bit different, too.
  • Legendary Super Saiyan Broly's ki-charging animation is different.
  • Legendary Super Saiyan Broly's Gigantic Hammer costs 2 ki bars instead of 3, and the animations for the charging sequence are different. The parameters are different, too; that way, the Blast 2 can behave like a normal rush.
  • Legendary Super Saiyan Broly's Omega Blaster uses different VFX and parameters, so that it behaves like a normal Ultimate Blast.

Zangya

  • Zangya's Shoot Blaster costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Zangya's Trap Shooter uses a different camera angle.
  • Zangya uses a different Heavy Finish pattern.
  • Zangya uses a different Kiai Cannon pattern.
  • Zangya's Ki Blasts are different.
  • Zangya's charged Ki Blasts are bigger in size.
  • Zangya's Sky Zapper costs 4 ki bars instead of 5, and it uses different camera angles for its charging sequence.

Bojack

  • Bojack's transformation uses slightly different camera angles and placeholder VFX.
  • Bojack (Full Power)'s post-transformation uses a slightly different camera angle.
  • Bojack (Full Power) uses a different ki-charging animation.
  • Bojack (Full Power)'s aura is white, not red like in the final.

Janemba

  • Janemba's Chou Makohou costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Janemba's Rapid Cannon costs 2 ki bars instead of 3, and it uses a slightly different camera angle.
  • Janemba's Illusion Smash costs 4 ki bars instead of 5.
  • Janemba's transformation uses placeholder camera angles and VFX.
  • Super Janemba's post-transformation uses a placeholder camera angle.
  • Super Janemba's Chou Makohou costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Super Janemba's Lighting Shower Rain costs 2 ki bars instead of 3, and it uses a different camera angle. Its VFX and parameters are also a bit different: the Blast 2 does twice as many hits.
  • Super Janemba's Dimension Attack is taken from DBZBT2, but it uses the wrong parameters: only the first part of the rush cutscene will play. It also costs 4 ki bars instead of 5 like in the final.
  • Super Janemba's Mystic Breath costs 2 Blast Stocks instead of 1.
  • Super Janemba uses a different Kiai Cannon pattern.

Hirudegarn

  • Hirudegarn's Chou Makousen costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Hirudegarn's Super Explosive Wave costs 2 ki bars instead of 4, and it uses a different camera angle.
  • Hirudegarn's Gigantic Flame costs 4 ki bars instead of 5, and it uses different camera angles.
  • Hirudegarn's aura is pink, not red like in the final.
  • Hirudegarn's Dark Eyes costs 2 Blast Stocks instead of 1.

Baby Vegeta

  • Baby Vegeta's entrance animation does not play its sound effect.
  • Baby Vegeta's aura is white, even though his aura charge is clearly yellow.
  • Baby Vegeta's Galick Gun costs 2 ki bars instead of 3, and it uses a different camera angle.
  • Baby Vegeta's Finger Blitz Barrage uses a different camera angle.
  • Baby Vegeta's throw doesn't play the Kiai Cannon SFX, and its animations are a bit different.
  • Baby Vegeta uses a different Ground Slash pattern.
  • Baby Vegeta uses a different Kiai Cannon pattern.
  • Baby Vegeta's Final Flash uses different camera angles.
  • Baby Vegeta's Ki Blasts are different.
  • Baby Vegeta's transformation uses placeholder camera angles and VFX.
  • Super Baby 1's transformation uses placeholder camera angles and VFX.
  • Super Baby 1's post-transformation uses a placeholder camera angle.
  • Super Baby 1's entrance animation doesn't play its VFX, and the camera is way closer at Baby.
  • Super Baby 1's Galick Gun costs 2 ki bars instead of 3, and it uses yet another different camera angle.
  • Super Baby 1's Finger Blitz Barrage uses a different camera angle.
  • Super Baby 1's aura is white, yet his aura charge is yellow.
  • Super Baby 1 cannot teleport in MAX POWER Mode.
  • Super Baby 1's Final Flash uses different camera angles.
  • Super Baby 1 uses a different Ground Slash pattern.
  • Super Baby 2's transformation uses placeholder camera angles, but it lacks VFX.
  • Super Baby 2's post-transformation uses a placeholder camera angle.
  • Super Baby 2 uses a different Ground Slash pattern.
  • Super Baby 2's Final Flash costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Super Baby 2's aura is white, yet his aura charge is yellow.
  • Super Baby 2's Full Power Energy Blast Volley costs 2 ki bars instead of 3, and it uses a different camera angle.
  • Super Baby 2's Revenge Death Ball costs 4 ki bars instead of 5, and it uses different camera angles.
  • Super Baby 2 cannot teleport in MAX POWER Mode.
  • Great Ape Baby's post-transformation uses a placeholder camera angle.
  • Great Ape Baby's Super Galick Gun costs 2 ki bars instead of 3, and it uses a placeholder camera angle. It also does 7 hits instead of 6.
  • Great Ape Baby's Gigantic Flame costs 2 ki bars instead of 3, and it uses a different camera angle.
  • Great Ape Baby's Revenge Death Ball Final costs 4 ki bars instead of 5, and it uses different camera angles.
  • Great Ape Baby's Ki Blasts are smaller in size.

Super 17

  • Super 17's Ki Blasts are slightly smaller in size.
  • Super 17's Full Power Energy Wave costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Super 17's Hell's Storm costs 2 ki bars instead of 4, and it uses a different camera angle.
  • Super 17's aura is white, not red like in the final.
  • Super 17's Shocking Death costs 4 ki bars instead of 5, and it uses different camera angles and VFX.
  • Super 17 uses a different Ground Slash pattern.

Nuova Shenron

  • Nuova Shenron's Burst Attack is almost finished, although it costs 2 ki bars instead of 3. However, the Blast 2's parameters have been modified incorrectly, so that the attack won't hit when it's done on the ground.
  • Nuova Shenron's Burning Tornado costs 2 ki bars instead of 4, and some of its animations are different.
  • Nuova Shenron uses a different Heavy Finish pattern.
  • Nuova Shenron's Burning Meteor uses different camera angles and generally worse hit detection. Sometimes, none of the Blasts will hit you or the opponent.

Syn Shenron

  • Syn Shenron reuses the same animations from Omega Shenron for his entrance animation, but the camera angles are for another entrance animation, the one he was intended to have.
  • Syn Shenron's Trap Shooter uses a placeholder camera angle.
  • Syn Shenron's aura is white, not purple like in the final.
  • Syn Shenron's ki-charging animation is different.
  • Syn Shenron's Explosive Wave uses slightly different VFX, and it has worse hit detection.
  • Syn Shenron's Mystic Breath uses slightly different VFX.
  • Syn Shenron's Blazing Storm costs 2 ki bars instead of 4, and it uses a different camera angle. It also has worse hit detection.
  • Syn Shenron's Gigantic Blaze uses different camera angles and VFX.
  • Syn Shenron's throw uses a different camera angle. The throw also hits you more slowly.
  • Syn Shenron's transformation uses placeholder camera angles and VFX.
  • Omega Shenron's post-transformation uses a placeholder camera angle.
  • Omega Shenron's throw uses a different camera angle. The throw also hits you more slowly.
  • Omega Shenron's Gigantic Blaze costs 2 ki bars instead of 4, and it uses a placeholder camera angle. Its VFX are completely different, too.
  • Omega Shenron's Dragon Thunder costs 2 ki bars instead of 4, and its second voice line doesn't play during the rush cutscene. In fact, the VFX are a bit different, too.
  • Omega Shenron's Minus Energy Power Ball costs 4 ki bars instead of 5, and its VFX are slightly different.

General Tao

  • General Tao's Dodon Ray uses a placeholder camera angle.
  • General Tao's Crane Style Assassin Strike costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  • General Tao uses the wrong aura.
  • General Tao's Ultimate Final Plan costs 4 ki bars instead of 5, and it uses different camera angles for its charging sequence. The grenade object used for the rush cutscene is also missing.
  • General Tao's Ki Blasts are bigger in size.
  • General Tao uses a different Kiai Cannon pattern.
  • General Tao uses a different Ground Slash pattern.
  • General Tao's False Courage costs 2 Blast Stocks instead of 1, and it does not weaken Attack.

Cyborg Tao

  • Cyborg Tao's Dodon Ray uses a placeholder camera angle.
  • Cyborg Tao's Hidden Blade costs 2 ki bars instead of 3, and it uses a different camera angle for its charging sequence.
  • Cyborg Tao uses the wrong aura again.
  • Cyborg Tao's Ki Blasts are bigger in size.
  • Cyborg Tao's Super Dodon Wave costs 4 ki bars instead of 5, and it uses different camera angles. Its VFX are also a bit different.
  • Cyborg Tao uses a different Kiai Cannon pattern.
  • Cyborg Tao uses a different Ground Slash pattern.

General Blue

  • General Blue's entrance animation uses a different camera angle.
  • General Blue's Skewer! Blast 2 costs 2 ki bars instead of 4, and its camera angle is different. The Blast 2 in question is also missing VFX, although it will hit the opponent properly, and it will trigger the special cutscene like intended.
  • General Blue is missing floating/dashing animations, so the game loads whatever animation was loaded last time.
  • General Blue can actually fire Ki Blasts, although he can only fire one at a time (or three, after he's pressed R1).
  • General Blue's I'm The Worst! Blast 1 is missing SFX, and its VFX are also a bit different.
  • General Blue's Rocket Engine Spark! Ultimate Blast uses different camera angles for its charging sequence. Some VFX for the rush cutscene are missing.
  • General Blue uses a different Ground Slash pattern.

Devilman

  • Devilman's entrance animation uses a different camera angle.
  • Devilman's Devilmite Beam costs 4 ki bars instead of 5, and it's missing SFX. Its parameters and VFX are also a bit different, so that pure-evil characters do not get insta-killed.
  • Devilman uses a different Heavy Finish pattern.
  • Devilman's throw uses different camera angles and animations. You can tell, because the ending is different.
  • Devilman's Lift Strike parameters are different: after the Lift Strike, he dashes towards his opponent instead of teleporting in front of them.
  • Devilman's victory animation uses a different camera angle.

Pilaf Machine

  • Pilaf Machine's Gigantic Rock Throw costs 2 ki bars instead of 3, and it uses a placeholder camera angle for its charging sequence.
  • Pilaf Machine's Rolling Smash costs 2 ki bars instead of 4, and it uses a different camera angle. It also stuns the opponent differently.
  • Pilaf Machine's Great Pilaf Operation costs 2 ki bars instead of 4, and it uses different camera angles for its charging sequence. The Ultimate Blast uses incorrect parameters: immediately after the first part of the rush cutscene, the game softlocks.
  • Pilaf Machine's transformation uses placeholder camera angles.
  • Pilaf Machine (Fusion)'s transformation uses placeholder camera angles.
  • Pilaf Machine (Fusion)'s Ki Blasts are different.
  • Pilaf Machine (Fusion)'s Double Buster costs 2 ki bars instead of 3, and it uses a placeholder camera angle for its charging sequence.
  • Pilaf Machine (Fusion)'s Gatling Gun costs 2 ki bars instead of 4, and it uses a different camera angle for its charging sequence.
  • Pilaf Machine (Fusion)'s Launch Missiles! Ultimate Blast uses different camera angles.

Tambourine

  • Tambourine's Chou Makouhou costs 2 ki bars instead of 3.
  • Tambourine's Super Marengeki costs 4 ki bars instead of 5.
  • Tambourine's Mystic Breath costs 2 Blast Stocks instead of 1.
  • Tambourine's throw uses a different camera angle.

Demon King Piccolo

  • Demon King Piccolo's Soumasen uses a placeholder camera angle.
  • Demon King Piccolo's Your name is Drum Blast 2 costs 2 ki bars instead of 3, and it uses a different camera angle. There are a few other differences, too.
  1. Demon King Piccolo does not open his mouth when he's about to spit out the egg.
  2. The ending uses a glitchy antenna animation for Demon King Piccolo.
  • Demon King Piccolo's Explosive Demon Wave uses different camera angles.
  • Demon King Piccolo's aura is white, not yellow like in the final.
  • Demon King Piccolo's throw is different. It's taken from Piccolo (End).

Arale

  • Arale's Woohoo! Blast 2 costs 2 ki bars instead of 3, and it uses a placeholder camera angle.
  • Arale's Ping! costs 2 ki bars instead of 4, and it stuns the opponent differently. Its VFX are also a bit different.
  • Arale is missing floating/dashing animations, so the game plays whatever animation was played last time.
  • Arale's Playing Pro Wrestling! costs 4 ki bars instead of 5, and some of its SFX are missing.
  • Arale can actually fire Ki Blasts, although she can only fire one or two at a time.
  • Arale uses a different Rolling Hammer pattern.
  • Arale's throw uses a different camera angle. Her grab animation is also a bit glitchy at times.

Chi-Chi

  • Chi-Chi's Ki Blasts are completely different.
  • Chi-Chi's Stay Away From Me! Blast 2 costs 2 ki bars instead of 3.
  • Chi-Chi's Save Goku! costs 4 ki bars instead of 5, and its VFX are a bit different.
  • Chi-Chi's Maiden's Excitement Blast 1 uses different VFX.
  • Chi-Chi uses a different Kiai Cannon pattern.
  • Chi-Chi is missing floating/dashing animations, so the game loads whatever animation was loaded last time.

Spopovitch

  • Spopovitch's Berserker Crash costs 2 ki bars instead of 4, and it stuns the opponent differently.
  • Spopovitch uses a different camera angle, similar to Super vegito's camera angle in the final version.
  • Spopovitch's Mad Minion Energy costs 2 Blast Stocks instead of 1.
  • Spopovitch can no longer fire one Ki Blast a time. He can fire up to 3 at a time.

Future Gohan

  • Future Gohan's Masenko costs 2 ki bars instead of 3.
  • Future Gohan's Super Explosive Wave costs 2 ki bars instead of 3.
  • Future Gohan's Ki Blasts are different.
  • Future Gohan uses a different Kiai Cannon pattern.
  • Future Gohan uses a different Ground Slash pattern.
  • Future Gohan's transformation uses a different camera angle.
  • Super Saiyan Future Gohan's Gekiretsu Madan uses completely different VFX.
  • Super Saiyan Future Gohan's Special Beam Cannon costs 2 ki bars instead of 4.
  • Super Saiyan Future Gohan's throw is taken from his base form. His Super Saiyan throw was likely not finished yet.
  • Super Saiyan Future Gohan's charged Ki Blasts are different.
  • Super Saiyan Future Gohan's Rush Ki Wave uses a different combo.
  • Super Saiyan Future Gohan's Gekiretsu Ranbu costs 4 ki bars instead of 5, and its animations are a bit different.
  1. Throughout the whole rush, his Super Saiyan Aura Charge is not shown, even during the first part (after he kicks his opponent), in which it's supposed to be shown, as he's dashing towards his opponent.
  2. When he's about to charge the 2nd kick, his opponent's position is set to be at the center of the map, which is why they can be seen just below Gohan.
  3. After he has fired his One-Handed Kamehameha, the game forgets to play the ADX file that's also used for Beam Struggles. This sound is used for a lot of Ultimate Blast Rushes.
(Source: ViveTheModder)