Read the command before pressing it
The charge modifier is the top-row number 7, mapped to L2. It is not F7 or the numpad by default. A plus sign means hold inputs together: for 7 + ↑ + I, hold 7 and the up arrow, then press I. An arrow between separate commands, such as J → J, means consecutive presses instead.
These recipes assume the original PS2 battle layout. If you changed F1 bindings or the game’s control scheme, use your assigned equivalents. Menus use I for Back, while combat uses it for Ki attacks.
Understand the five skill slots
| Category | Keyboard | PS2 equivalent | What to check |
|---|---|---|---|
| First Blast 2 | 7 + I |
L2 + △ | Enough Ki and a clear target |
| Second Blast 2 | 7 + ↑ + I |
L2 + Up + △ | Its own Ki cost and range |
| Ultimate Blast | 7 + ↓ + I |
L2 + Down + △ | MAX POWER and move-specific conditions |
| First Blast 1 | 7 + L |
L2 + ○ | Enough Blast Stock |
| Other Blast 1 | 7 + direction + L |
L2 + direction + ○ | Use the direction shown in that fighter’s move list |
Blast 2 can be a beam, a projectile, a rush or an area attack. A rush has to reach its target; an area attack has limited reach; a beam may miss a moving opponent. The command selects a slot, not a universal named move. Character examples make this distinction concrete.
Enter MAX POWER deliberately
For a normal charging character, first have at least one Blast Stock. Hold 7 to fill the normal Ki bars, then continue charging through the additional stage until MAX POWER! appears. Watch the state indicator rather than counting a fixed number of seconds. Charging speed differs between fighters and can be affected by skills.
Some support abilities can enter MAX POWER directly, but they have their own stock cost and effects. Androids and other special characters may not use the ordinary manual-charge routine. Learn the baseline with Goku (Early) before applying it to every fighter.
While MAX POWER is active, line up the opponent and use 7 + ↓ + I. Do not confuse a full yellow Ki gauge with the required state, and do not wait so long that the temporary state ends before the input.
Practice three shots with Goku (Early)
In original-edition training, practice these separately: Kamehameha with 7 + I; Kaioken Attack with 7 + ↑ + I; Spirit Bomb with 7 + ↓ + I in MAX POWER. Consult the move list for the energy cost before each attempt. The first is a beam, the second is a rushing technique, and the third is the ultimate: their useful distances are different.
Start with a stationary opponent. Next, make the opponent move. Finally, create an opening with a successful knockback and test the special as the opponent recovers. This is a timing exercise, not a promise of an inescapable combo. Do not copy a damage figure from another edition or a character equipped with different items.
Diagnose a failed input
| What happens | Check first |
|---|---|
| A small Ki blast comes out | Was 7 held when I was pressed? |
| Nothing happens | Focus, Ki, hit-stun, recovery and the current control scheme |
| Another special comes out | Up/down direction and the selected character or form |
| A rush starts but misses | Distance, height, obstacles and target movement |
| The ultimate does not start | MAX POWER state, range and move-specific restrictions |
| A three-key chord works inconsistently | Test the chord in F1; rebind to a combination your keyboard can register |
Avoid charging face-to-face while the opponent is free to attack. Spend a safe opening on charge or a special; repeatedly pressing the recipe cannot bypass a resource requirement.