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Dragon Ball: Xenoverse 2 (Windows)

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Title Screen

Dragon Ball: Xenoverse 2

Developer: Dimps
Publisher: Bandai Namco
Platform: Windows
Released internationally: October 27, 2016


CharacterIcon.png This game has unused playable characters.
MovieIcon.png This game has unused cinematics.
SoundIcon.png This game has unused sounds.


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

Dragon Ball: Xenoverse 2 is, as you may have guessed, the sequel to Dragon Ball Xenoverse.

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

Contents

Characters

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

Goku (Smiling)

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

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

Gohan (Adult) (Villainous Mode)

DBXV1 Villainous Adult Gohan.png
This version of Potential Unleashed Adult Gohan was originally unused in Xenoverse 2 outside of the Switch port, which included the "Legend Patrol", a mode that lets you play through the Dragon Ball Xenoverse story mode (as the Switch did not receive a port of the first game). The Legend Patrol was later added as paid DLC to the PC, Xbox One and PS4 versions of the game, meaning that, while you can fight them during the story mode quests, they are unusable by the player without hacking, though still work normally if done so.

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

Vegeta (Villainous Mode)

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

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

Vegeta (Broken Battle Suit)

XV2-VegetaSuitless.png
A variant of Vegeta with a broken Cell/Black-saga Battle Suit only used during cutscenes. This portrait goes completely unused unless this variant is modded into a battle.

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

Trunks (Villainous Mode)

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

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

Nail (Blue Coat)

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

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

Frieza (Full Power) (Villainous Mode)

DBXV1 Villainous Full Power Frieza.png
This version of Full Power Frieza is mostly unused outside of the Legend Patrol, however he can still be fought against in the 85th Parallel Quest, "Power Berserkers" on all platforms.

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

Mr. Satan (No Jet Pack)

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

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

Cell (Perfect) (Villainous Mode)

Villanous Mode Perfect Cell's in-game appearance.
This version of Perfect Cell is similar to CL4-002, having a full purple body but containing no aura and as regular Perfect Cell instead of Full Power. It was scrapped during development of the first game, and as such it goes unused in both of them, though lacking a portrait in the sequel. It was absent from the initial release of Xenoverse 2 but was brought back along with the other original villanous characters during the Legend Patrol update.

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

Cell (Full Power) (Villainous Mode)

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

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

Gotenks (Villainous Mode)

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

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

Kid Buu (Villainous Mode)

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

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

Masked Saiyan (Broken Mask)

Masked Saiyan (Broken Mask).png
While used in cutscenes from the story mode, the character itself is locked, leaving a character portrait to be unused.

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

Broly (Z) (Villainous Mode)

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

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

Demon God Demigra (Final Form)

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

  • Code: DM2
  • Costume index: 0
  • Model preset: 0
(Source: https://animegamemods.net/thread/3847/complete-hidden-unplayable-unused-characters Chaosweeb on animegamemods.net)

Unused Sounds

Unused Quest Dialogue

Demon God Demigra

Within the game's files are various lines of dialogue for Demigra intended for Parallel Quests. However, since he does not appear in a single quest in the whole game and cannot be selected as a playable character, these lines are not heard anywhere within the game.

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

Demon God Demigra (Final Form)

Same situation, but with different voice lines for his final form.

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

Unused Skill Voice Files

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

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

Goku

Skill English Japanese
Scissors Paper Rock
Power Pole
Meteor Burst

Goku (GT)

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

Goten

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

Gohan (Teen)

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

Gohan (Future)

Skill English Japanese
Kamehameha
Masenko
Evil Explosion

Krillin

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

Yamcha

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

Recoome

Skill English Japanese
Fighting Pose E
Dancing Parapara
Maiden Burst

Trunks (Kid)

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

Videl

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

Majin Buu

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

Super Buu

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

Kid Buu

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

Vegito

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

Gogeta (Super Saiyan 4)

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

Broly (Z)

Skill English Japanese
Dragon Fist
Final Flash

God of Destruction Beerus

Skill English Japanese
Scissors Paper Rock
Lullaby Punch
Dancing Parapara

Pan

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

Omega Shenron

Skill English Japanese
Solar Flare

Goku Black

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

Missing/Lost Skills

There are also a handful of super, ultimate and evasive skills which were equipped by cast characters in the first game which did not make a return on the second one, some even missing out on the Partner Customization update. Despite not being normally accessible, the animations for these respective skills (and in some cases the voice files) are still present in the sequel.

Goku

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

Goku (Super Saiyan God)

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

Gohan (Teen)

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

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

Gohan (Adult)

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

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

Goten

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

Krillin

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

Yamcha

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

Raditz

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

Cultivars

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

Nappa

  • Fighting Pose A: Equipped as his fourth super skill on his fourth preset in the first game (from the "Neo Ginyu Force"); absent from all of his presets and custom partner skillset in the sequel (including the Legend Patrol this time, strangely enough) (Nappa lost his second preset during the transition from the first to the second game, before being restored but drastically altered during the Festival of Universes update).
  • Milky Cannon: Same thing (second skill instead).

Vegeta (Super Saiyan 4)

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

Trunks (TP)

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

Trunks (GT)

  • Burning Slash: Equipped as his fourth super skill on his sole preset in the first game, replaced by Full Power Charge in the sequel.

Trunks (Kid)

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

Appules

  • Full Power Charge: Equipped as Orlen's fourth super skill in the first game; replaced by Charged Ki Wave and absent in the sequel (aside from Parallel Quests and the Legend Patrol?). Same animations as Energy Charge.
  • Meteor Blow: Equipped as Ramon's first super skill in the first game; replaced by Meteor Strike and absent in the sequel (aside from Parallel Quests?).
  • Rise to Action: Equipped as Appule's third super skill in the first game; replaced by Backflip and absent in the sequel (aside from Parallel Quests?).
  • Super Guard: Equipped as Ramon's third super skill in the first game; replaced by Shockwave and absent in the sequel (aside from Parallel Quests?).

Raspberries

  • Full Power Charge: Equipped as Guprei's fourth super skill in the first game; replaced by the weaker Energy Charge and absent in the sequel (aside from Parallel Quests and the Legend Patrol?). Same animations.
  • Meteor Blow: Equipped as Monrei's first super skill in the first game; replaced by Meteor Strike and absent in the sequel (aside from Parallel Quests?).

Recoome

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

Burter

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

Jeice

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

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

Frieza (First Form)

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

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

Frieza (Full Power)

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

Golden Frieza

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

Bardock

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

Android 17

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

This editor has contacted Bandai Namco's support service multiple times inquiring about this issue, yet this oversight has yet to been corrected.

Android 18

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

Cell (Perfect)

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

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

Cell (Full Power)

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

Cell Jr.

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

Broly (Z)

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

Videl

  • Dynamite Kick: Equipped as her fourth super skill on her sixth preset in the first game; absent from all of her presets and custom partner skillset in the sequel.
  • Miracle Kneel: Equipped as her evasive skill on her sixth preset in the first game; absent from all of her presets and custom partner skillset in the sequel.
  • Rolling Bullet: Equipped as her evasive skill on her third, fourth and fifth (Great Saiyaman 2) presets in the first game; absent from all of her presets and custom partner skillset in the sequel (including GS2).

Pan

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

Majin Buu (Small)

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

Super Buu

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

Gotenks

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

Gogeta (Super Saiyan 4)

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

Super 17

  • Hyper Drain: Equipped as his fourth super skill on his sole preset in the first game; replaced by Charged Ki Wave and absent from his sole preset in the sequel.

Eis & Nuova Shenrons

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

Parallel Quest Mouth Movement

In early versions of Xenoverse 2, including the Open Beta, certain characters presented mouth movement during the "New Enemy" cutscenes on Parallel Quests, as seen here (when Goku joins the fight): https://www.youtube.com/watch?v=NKgHbvAhS84. These, however, were only present on some of the earliest and easiest quests in the game and were entirely absent from the latter ones, possibly due to time constraints. These animations were later removed from later versions of the game and were never added back or expanded upon during future updates.

Ki Blast Projectile Deflection

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