Big Bang
Thrown or fired. Travels, then deals its damage on impact.
97 distinct moves
Power ids are shared across the roster but named per character — the same move is Gogeta's Stardust Breaker, Meta-Cooler's Death Saucer, and Yamcha's Buster Cannon. Each is listed under the name its own fighter calls it, with the figures the Lua really carries. Chips marked faint on the roster page are moves borrowed from another character: kept off the player's wheel, but the AI throws them anyway.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Thrown or fired. Travels, then deals its damage on impact.
Held continuous beam. Damage is per second for as long as it is kept on target.
Held continuous beam. Damage is per second for as long as it is kept on target.
Held continuous beam. Damage is per second for as long as it is kept on target.
Held continuous beam. Damage is per second for as long as it is kept on target.
Held continuous beam. Damage is per second for as long as it is kept on target.
Held continuous beam. Damage is per second for as long as it is kept on target.
Held continuous beam. Damage is per second for as long as it is kept on target.
Held continuous beam. Damage is per second for as long as it is kept on target.
Held continuous beam. Damage is per second for as long as it is kept on target.
Held continuous beam. Damage is per second for as long as it is kept on target.
Held continuous beam. Damage is per second for as long as it is kept on target.
Held continuous beam. Damage is per second for as long as it is kept on target.
Held continuous beam. Damage is per second for as long as it is kept on target.
Held continuous beam. Damage is per second for as long as it is kept on target.
Held continuous beam. Damage is per second for as long as it is kept on target.
Held continuous beam. Damage is per second for as long as it is kept on target.
Held continuous beam. Damage is per second for as long as it is kept on target.
Self-directed. Charges ki or raises output for a while.
Self-directed. Charges ki or raises output for a while.
Self-directed. Charges ki or raises output for a while.
A single heavy hit on whatever is already in reach.
A single heavy hit on whatever is already in reach.
A single heavy hit on whatever is already in reach.
Goes off around the caster and hits outward in every direction.
Sweeps a wedge in front of the caster rather than a single line.
Consumes the target outright. No projectile, no travel time.
Does not injure -- removes. Scales past health entirely.
Closes distance instantly, usually to behind the target.
Switched on and stays on until switched off.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Ladder rung 1, worth x50, compounding on whatever came before it.
Ladder rung 1, worth x50, compounding on whatever came before it.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Ladder rung 4, worth x100, compounding on whatever came before it.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Ladder rung 3, worth x4, compounding on whatever came before it.
Changes form: new aura, new stats, and for most a new body.
Absolute x2 -- replaces the running total instead of compounding on it. Costs 100 health a second to hold.
Absolute x20 -- replaces the running total instead of compounding on it. Costs 100 health a second to hold.
Absolute x3 -- replaces the running total instead of compounding on it. Costs 100 health a second to hold.
Absolute x4 -- replaces the running total instead of compounding on it. Costs 100 health a second to hold.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Ladder rung 2, worth x2, compounding on whatever came before it.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Ladder rung 1, worth x50, compounding on whatever came before it.
Ladder rung 1, worth x50, compounding on whatever came before it.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.
Changes form: new aura, new stats, and for most a new body.