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HYPER DIMENSION FOR SUPER NINTENDO WALKTHROUGH


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----I.A: Basic Attacks/Movements----

Here are the basic attacks and movements that every character can utilize. If
you don't know how to do any of these, you should learn how immediately.

A = Ki. This is your typical Ki attack. Most characters throw a small blast,
while others launch something different.

B = Kick. This button causes your character to throw a kick.

X = Deflection. If you can time this right, then your character can deflect
regular Ki blasts back at your opponent.

Y = Punch. This button causes your character to throw a punch.

L/R = Holding in one of these buttons while moving causes your character to
dash.

Up = Jump. This causes your character to jump up in the air. Can also jump up-
towards and up-away.

Down = Crouch. This causes your character to duck. While this is seemingly
useless, some of the shorter characters can dodge quite a few attacks by
ducking.

Left = Move left.

Right = Move right.

Direction Pad Away = Block. If you hold away from your opponent while they are
attacking, you will block at a mid level. If you hold down and away, then your
character will block at a low level. However, if you block Ki blasts, you will
still sustain some damage.

This game also uses "3-D" attacks, where your character hops into the
background, rushes the other player, and attacks. These are different for each
character, but each use the L and R buttons along with a punch or kick.
Whether you use L or R is determined by which side of your opponent you're on
(L = Left side, R = right side).

----III.B: More Complex Attacks/Movements----

You can win the game off of just the basic attacks, but if you want to actually
win against another opponent or a harder computer setting, you should learn
these attacks as well.

Y + B = Charge Ki. In this game, your character has 1 life bar, with a number
rating next to it. This is your health, but it also doubles as the bar from
which your larger Ki attacks come from. Whenever you use (or lose) a certain
amount, you can regain it by holding Y and B at the same time.

Away, Down, Towards + A = Diagonal Ki blast. This is a shot that is fired at a
45 degree angle upwards. Good for countering enemies that are jumping at you.
If there's something special about someone's 45 degree Ki blast, I'll go ahead
and list it (if it's something other than the traditional Kamehame-ha or Ki
blast).

Down, Back, Towards + A = Super blast. Each character has their own Ki attack.
These attacks can be charged up to 3 different levels, depending on how long
you hold the A button in. Freeza's, sadly, only has 1 level of power.

Towards x 2 = Hop towards. This trick causes your character to hop up and
towards your opponent slightly. Good for dodging smaller Ki blasts.

Away x 2 = Hop away. This trick causes your character to hop up and away from
your opponent. Good for dodging the faster Ki blasts that you think you might
not clear in time.

Towards, Away, Towards + X = Horizontal Screen Smash. This attack causes your
character to bash your opponent into the next playing field, to the left or
right (where ever you hit them).

Down, Towards + X = Upper Screen Smash. This attack causes your character to
bash your opponent into the upper playing field, if it is allowed (not on Namek
or during certain fights).

Down, Away + X = Lower Screen Smash. This attack causes your character to bash
your opponent into the lower playing field, if it is allowed (not on Namek and
during certain fights).

Towards + X = Throw. When in close, this attack causes your character to grab
the other player and throw them, bash them, kick them, etc.


----III.C: Fighting Areas----

There are various different places you can fight at (Earth, Namek, Kami's
Lookout, etc.), and different times of day (or night) to fight during. There
are two types of fighting areas, though: Normal and Flying, each with their own
conditions.

-During the Normal areas, you:
--Can use all your special attacks
--Can use all your normal moves
--Have the ability to duck and jump
--Can dodge into the background with a 3-D attack

-During the Flying areas, you:
--Cannot duck, jump, throw, or use 3-D attacks
--Move around as if weightless
--(you're) Regular punches and kicks change to dashing attacks
--(your) character will attack straight up if you press Up + Punch
--(your) character will attack downwards if you press Down + Kick
--Have 3 different directions you can throw a regular Ki attack
--Can use special moves that required you to jump anytime
--Have a different winning pose than if you were on the ground


----Hyper Dimension-Hyper Dimension-Hyper Dimension-Hyper Dimension----
--------------------------IV: Advanced Tactics-------------------------
----Hyper Dimension-Hyper Dimension-Hyper Dimension-Hyper Dimension----


Well, Mr. Hot Shot, here's you think you're all that and a loaf of rye now that
you've mastered the basics, huh? Well, here's the more advanced workings of the
game:

----IV.A: Counter Attacks----

When you block an attack, there is a spark where the attack connected. While
that spark is still there, if you can pull off a special move (anything that
isn't a regular attack like punches or kicks) then you'll counter attack with
that attack. So if Piccolo tried to hit with his High Mystic Attack, and you
blocked it and immediately used a Renzoku Energy Dan attack, not only will you
catch him off guard (he still has to retract his arm), but you'll pound the crap
out of him! The only problem with counter attacks is, if you try to pull off
one that is too slow (Super Ki Blasts, mostly), then you're more likely to miss
with it, since it still takes too long. Your best bet is to stick with a good
combo attack (Gokuu's Quad kicks, Vegita's Sliding Kick combo, etc.).

----IV.B: Combos----

The better players of this game can use an attack right after another attack,
making the second attack unblockable. If you can link several of these attacks
together, then you've come up with a combo. Some special moves are combos by
themselves, while others can simply lead into combos. Some end them by knocking
the opponent flat, or hitting them up into the air. If an attack knocks them up
into the air, then you can juggle them (hit them back up into the air) up to 3
times before they have to come back down (otherwise you could keep them up
forever with Ki blasts). Some good examples of combos/juggling are Gokuu and
Vegita's Knee Uppercut (3 aerial hits), Gotenks' Spinning Uppercut (several
hits, on and above the ground), and Gohan and Cell's rushing Punches (several
ground hits). Sometimes, you can pull off a combo so devastating the other guy
has to catch their breath, and is unable to attack or defend for a brief second.

----IV.C: When Attacks Collide----

If two character's punches (or kicks) collide at the same time, the two will
suddenly engage in a short, no-holds-barred fight (straight out of a good Jackie
Chan movie). After the fight, the two will jump apart and crouch. During this
crouch, the first person to press an attack button (not a direction button),
that character will throw a regular Ki blast, and then a Super Ki blast (the
size depends on how long you hold in the attack button). This will happen,
though, only if the limbs collide. This won't work if they are too close (the
two fighters will both take a hit).

If the two character's punches (or kicks) collide in a flying stage, the two
characters will fly away from each other, one into the background and one into
the foreground. The person in the foreground then gets to attack while the
fighter in the background has to defend. The attacker throws different Ki
attacks by pressing either the A button or the B button. The A button throws 3
small Ki blasts (Renzoku Energy Dan), while the B button throws a super Ki
blast.

The defender has to defend the Renzoku Energy Dan by pressing the X button, and
can avoid the Super Ki Blast by pressing Y. If the attack doesn't connect with
a Super Ki blast in two turns of attacking, then the two switch place, and the
defender becomes the attacker. The duel ends when someone successfully connects
with a Super Ki blast. The Renzoku Energy Dan attacks do little damage, and
count as 1 turn (you can throw all you want, but if you don't try with a Super
Ki blast, you'll be forced to defend).

----Hyper Dimension-Hyper Dimension-Hyper Dimension-Hyper Dimension----
-------------------------V: Character Analysis-------------------------
----Hyper Dimension-Hyper Dimension-Hyper Dimension-Hyper Dimension----


Ok, here's what you've been waiting for, right? The special moves of each
character. Well, here ya go!
(Note: the attacks are rated on a 1-10 scale, the first 5 (1-5) for how easy it
is to get it to work, the second 5 (6-10) for effectiveness. If an attack is
really easy to do, and does very little damage or just plain misses a lot, then
it'll rank a 6. If it is impossible to pull off, yet is unblockable and does
massive damage, it'll get a 6 for different reasons.)


----V.A: Son Gokuu----

Gokuu is the main character Dragon Ball. The story revolves around his growing
up, eventually becoming the ultimate fighting champion of the universe. During
the story mode of the game Gokuu fights Freeza, Cell, Vegita, Buu, and Majin
Buu.

Move list:

Hold L (or R) + B = Side Slash (3-D Attack). Gokuu hops into the background,
rushes his opponent, and kicks them. As with all the 3-D attacks, this one has
a very good use and is easy to pull off. 9/10

Towards + B = Double kick. Hold towards and press the kick button, and Gokuu
will kick twice. Although a little slow, if you hit with one, you're sure to
hit with the second. Good combo damage. 7/10

Down, Towards + Y = Double Punch. Roll your thumb from down to towards and
press the Y button to make Gokuu rush forward with two punches. If you connect
with the first, the second one is sure to hit, but it knocks them up into the
air! It's not very good unless you're ending a combo with it. 5/10

Towards, Down, Down-Towards + B = Jump Knee Lift. Press Towards, then roll from
down to down-towards and press B to make Gokuu jump diagonally upward with his
knee extended, dealing several hits. THIS is a combo ender. If you're close
enough, you'll do massive damage, knocking the enemy up into the air. 8/10

Away, Down, Towards + B = Quadruple Kick. Roll your thumb from away to down to
towards and press the B button to make Gokuu kick 4 times. Good combo attack.
It hits more than the Double Kick, but isn't as easy to pull off. If you hit
with it, though, then you're assured good damage. 7/10

Down, Away + B = Abiseh Geri (Spinning kick). Roll from down to away and press
B to make Gokuu leap at his opponent, swinging his legs. Great move. If your
reflexes are good, you won't need to rely hopping or dodging into the background
around Ki blasts, 'cause this one does even more damage! 9/10

(While in the air) Towards, Down + B = Slash Down Kick. Press towards, down,
and the B button to make Gokuu dive diagonally towards the ground with a kick.
Not bad, but it can't lead into combos. It's more used to catch the enemy off
guard. 6/10

Away, Down, Down-Away + B = Teleport Towards. This nifty little trick makes
Gokuu teleport towards his opponent. If his opponent is close enough, Gokuu
will teleport to the other side of them! When it comes to dodging attacks,
getting out of the way of a Desperation, etc., then this is the thing to use!
8/10

Away, Down, Down-Away + Y = Teleport Away. This nifty little trick makes Gokuu
teleport away from his opponent. Since most attacks travel towards you, though,
this is just moving you back into the line of fire. 4/10

Towards, Away, Towards + A = Kantsu Energy Dan (Larger Ki blast). This larger
blast can overtake regular Ki blasts, but not a super blast. Since it
overpowers regular blasts (including Renzoku Energy Dan attacks), this is a
good, time-saving attack. 8/10

Away, Down, Towards + A = Diagonal Kamehame-ha. Gokuu throws a quick Kamehame-
ha up at a 45 degree angle. If it hits, it does massive damage. Very nice.
7/10

Down, Away, Towards + A = Chou Kamehame-ha. Gokuu's speciality attack. This
attack has three levels of damage and size, depending on how long you hold in
the A button. This is a mainstay for a lot of players. 7/10

Away, Down, Towards, Up + Y = Desperation attack (Meteo Smash). A completely
unblockable desperation attack, if it actually works. Man, does this one hurt.
Not only does he whoop on the enemy, but Gokuu even goes SSJ3, uppercuts them,
and finishes them off with a Genki Dama. 7/10


Overall:

Gokuu's attacks tend to make him more of an defensive guy. Stick to his combos,
and link them together to really devastate your enemies. If you have to play
defensive, though, don't forget about his Spinning Kick and Teleports. Besides,
that's his style in this game, defensive.



----V.B: Vegita----

Vegita is the archrival of Gokuu, the main character of Dragon Ball. He first
arrived in the series attempting to gather the Dragon Balls to wish for eternal
life. Instead, he died by the hands of Freeza, but was later brought back by
the Dragon Balls. He has fought along side Gokuu and his friends, and
occasionally against. He is friend and foe, and one bad man all around.
Through the story mode, Vegita fights Cell, Gokuu, Buu, and Majin Buu.


Move list:

Hold L (or R) + Y: Driving Elbow (3-D attack). Vegita hops into the background
and rushes the enemy with an elbow. As with all the 3-D attacks, it has its
uses, and isn't hard to pull off. 9/10

Down, Towards + B: Sliding Kick (Super Dash 1). When this is executed, Vegita
runs at the enemy and slides on the ground. Knocks the enemy on their duff.
6/10

Down, Towards + B (x2): Sliding Kick, Rushing Knee (Super Dash 2). This is the
same as the Sliding kick, but you immediately do the movement again to perform
the rushing knee. After the second blow, it knocks the enemy down. 7/10


Down, Towards + B (x3): Sliding Kick, Rushing Knee, Cross Punch, Jump Kick
(Super Dash 3). This is the max this attack will go. Very nice damage is not
blocked. I don't know why it won't let you do just 3 of them...suppose you
wanted to? 9/10

Towards, Down, Down-Towards + B: Needle Block. Vegita jumps upwards and a
little forward with his knee extended. This will hit several times, juggling
your opponent. If you use it right, it's great. 8/10

Away-Down, Towards-Up + Y: Jumping Bomb. Vegita hops up and towards the
opponent, then performs a quick blasting punch. Great if you time it over a Ki
blast. Due to it's difficulty to actually pull off, though, it's not as useful
as you'd think. 5/10

Down, Up + Y: Bakuhatsu-Ha (Ground Flare). Vegita raises his hand and a geyser
of energy erupts before him. If the opponent is standing there, watch out!
Very easy to accomplish, and very easy to devastate with. 8/10

Down, Towards + A: Renzoku Energy Dan. Vegita fires off 3 Ki blasts in rapid
secession. Keeps the enemy at bay, stops another's Ki blasts and returns with
even more, and is generally a great attack! 8/10

Down, Away + Y: Vegita Final Blast Bomb (Energy Field). Vegita envelops his
body in a small energy bubble. Can be done in the air. Note: it does NOT repel
blasts and attacks. It only works if the enemy is in range. Because of it's
severe lack of range, though, it's not very good. 4/10

(While in air) Down, Away + A: Vertical blasts. Vegita, when in air, quickly
fires 2 Ki shots down at the ground. These keep him up in the air a bit longer,
and are good for popping enemies in the head. Keeps you away from anything you
might be headed for. 7/10

Away, Down, Towards + A: Big Bang attack. This is the standard 45 degree Ki
attack, but it's the Big Bang attack, so it's even cooler. If it connects, it
does massive damage, and knocks the enemy down. 7/10

Down, Away, Towards + A: Final Flash. Vegita's 3-level Ki attack. Very nice.
Smaller than Gokuu's Kamehame-ha, though. 8/10

Up, Down + Y: Desperation attack (Galactic Gunfire). Vegita Grabs his
opponent, throws them on the ground, and proceeds to blast the utter crap out of
them from above. Very painful looking. Unfortunately, it's freakin' impossible
to get to work! 5/10


Overall:

Vegita can do it all. He can get in there and whack the utter crap out of his
opponent with chain-hits and combo attacks. He can also play defensively,
throwing Renzoku Energy Dans to stop any super blasts or rushing attacks, or
hopping Ki blasts to perform a Flash Punch. He's very manuverable, hanging in
the air or what-not. The only problem with him is his slight lag time on some
of his attacks. He could be caught by a 3-D attack easily if you play too
straight forward.



----V.C: Gotenks----


Gotenks is the warrior created when Goten, Gokuu's second son, and Trunks,
Vegita's son, fuse together. They were taught how to fuse by Gokuu to combat
the then-evil Buu. Later, with enough training, Gotenks was able to go SSJ 3,
and devised many ingenious attacks, along with several very stupid ones.


Move list:

Hold L (or R) + Y = Ultra Headbutt (3-D Attack). Gotenks hops into the
background, rushes his opponent, and kicks them. As with all the 3-D attacks,
this one has it's uses (dodging heat-seeking attacks, Super Ki Blasts, etc).
8/10

Down-Towards + Y = Head Sliding. Gotenks slides on the ground, smashing into
the enemy with his thick cranium. A good attack, since it leaves you right in
position to start a combo. 8/10

Down-Towards + Y, Then (after contact) Towards, Down, Away + Y = Sliding
Headbutt, Flying Tackle (Omaenanka The End!). Gotenks smashes with his head,
then tackles the enemy. Good damage, and a decent combo by itself. 7/10

Away, Down, Towards + Y = Rolling Thunder Uppercut. Gotenks spins his arm
around and around, then jumps up with an uppercut. If all the hits connect,
then the other guy's in for a lot of pain. If you miss, though, you're in a
really bad spot. 7/10

Down, Towards + Y = Wild Boar Attack. Gotenks sure uses his head (heads?) a
lot. He runs and jumps, landing with his head. Taken straight from the manga,
this attack knocks 'em flat. Not too good for combo's though. 6/10

(In Air) Towards, Away, Towards + A = Ki blast. Gotenks, while in the air, can
shoot a horizontal Ki blast. A great way to catch a jumping foe offguard. 8/10

Down, Towards + A = Renzoku Energy Dan. Gotenks fires off 3 rapid ki blasts. A
nice, quick attack to catch the enemy if they're trying to do a super or
desperation. 7/10

Down, Towards, Down, Towards + A = Renzoku Shine! Shine! Missle (Super Multi
Renzoku Energy Dan). Gotenks goes ballistic, firing off a whopping 11 ki
blasts. Even if they block, it's massive damage. If you miss, though, you're
wide open for a long time. 7/10

Away, Down, Towards + A = Kiko-Ha. Gotenks' 45 degree Ki blast is, well, your
run of the mill blast. It's good in its own right. 7/10

Down, Away, Towards + A = Super Ghost Kamikaze Attack. Gotenks' 3 level super
blast is actually 3 Kamikaze ghosts. For every level, he spits out another
ghost. These ghosts are heat seeking, and can juggle the enemy. These also
cancel regular Ki blasts, special Ki blasts, and weaker supers. 10/10

Continued at http://maxpages.com/superbeejeta/Hyper_Dimension_Pt2



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