
The best Super Attacks in Dragon Ball Xenoverse 2 are not the same thing as the highest-damage Ultimates. Super Attacks occupy the four Super-skill slots and include Strike, Ki Blast, power-up, and utility skills. Ultimate Attacks use their own slots. Many old lists blend the two categories, quote a test dummy’s damage total as though it were universal, or recommend a move without saying whether it is for a stationary PvE target or a human opponent who can evade. That makes a loadout harder to build, not easier.
Xenoverse 2 is still receiving content: Bandai Namco announced the release of the final FUTURE SAGA Chapter 4 DLC in July 2026. Skill availability, balance, and a character’s permitted moves can therefore matter as much as a historical ranking. Choose a skill by its exact category, Ki or Stamina commitment, range, setup, and how it fits the character’s attributes. Test it in the mode you actually play before treating any list as a damage chart.
Best general Ki Blast Super: Death Beam
Death Beam is a Ki Blast Super Attack taught through Frieza training. Its in-game description says that extra inputs fire up to three Ki Blasts quickly; the first use costs 100 Ki, and the later shots in the sequence do not require more Ki. The reference skill data classifies it as a medium-range, three-hit beam with aim correction on later shots. That makes it a practical choice for a Ki Blast build that wants a quick confirm after a combo or a short ranged check without spending an Ultimate slot.
For PvE, Death Beam is useful when a target is already vulnerable and the player needs a compact follow-up. For PvP, its short commitment can be more relevant than a dramatic beam animation, but it is still not a guaranteed hit. A player should avoid firing the entire sequence from a predictable distance and should learn whether their character’s basic combo leaves a clean opening. The move is a Super, not Emperor’s Death Beam, which is a separate Ultimate.
Best straightforward Strike Super: Super Dragon Fist
Super Dragon Fist is a Strike Super Attack available from the Skill Shop. Its description calls it a long-range Strike Skill: the user leaps in and can unleash up to three hits. It costs 100 Ki. The attack travels toward the target and, on a connection, uses a short punch sequence. This gives a Strike-oriented character a direct pursuit tool that occupies a Super slot rather than an Ultimate slot.
Use Super Dragon Fist when the loadout needs a relatively simple rush option and the player can recognize a legitimate opening. It is not a substitute for spacing. Against PvE opponents, it can follow a knockback or a gap in the target’s actions. Against players, an obvious rush can be guarded, avoided, or punished, so it should be mixed with normal attacks, movement, and other pressure rather than treated as an unblockable opener. The important benefit is its role and speed, not an unverified claim that it is the highest-damage Strike Super.
Best accessible multi-hit Strike Super: Meteor Crash
Meteor Crash is a Strike Super Attack obtainable from Parallel Quest 12, “Simian Battlefront,” and is also a starting skill for close-up or mixed fighting styles. Its in-game description says to attack in a fierce rush and keep pressing the button to spend Ki and continue the rush. The first use costs 100 Ki, while continuing it consumes more. The skill data describes it as multi-hitting and tracking.
This is an accessible choice for a new Strike build because it can be acquired early and its purpose is visible: stay on a nearby target and spend more Ki for more of the rush. The restriction is just as visible. Continuing the attack commits Ki and time, so it is better when an opponent has already been opened up than when used blindly in neutral. In PvP especially, a long commitment can leave the user exposed if the first part misses or the opponent escapes.
Best situational charged Ki Blast Super: Tri-Beam
Tri-Beam is a Ki Blast Super taught by Tien. The move must be prepared and then released with another input; it can be charged, and the in-game description says that a fully charged Tri-Beam cannot be blocked. The same description warns that charging it too much restricts the user’s movement. Its 100-Ki base cost and short-to-long-range character make it a deliberate, situational tool rather than a button to press whenever Ki is available.
That combination gives Tri-Beam a clear PvE use: a player can charge it when a boss or AI target is held in a predictable window. In PvP, the unblockable property does not remove the risk of being interrupted, evaded, or simply avoided while charging. Use it after a reliable setup, and do not confuse a blocked attack with a missed or interrupted one when evaluating the skill.
Best close-range area Super: Ki Explosion
Ki Explosion is a Ki Blast Super obtainable from Parallel Quest 77. Its description says that it detonates Ki around the user and can be held to spend Ki and extend the explosion. It has a 100-Ki entry cost, affects the area around the character, and can consume additional Ki while extended. This is a defensive-space choice for a player who wants an immediate local threat rather than a long beam.
Important Ultimate Attacks that are often mislabeled as Supers
Emperor’s Death Beam is a Ki Blast Ultimate, not a Super Attack. It is obtained through the TP Medal Shop and fires from the user’s fingertip based on stored Ki. The reference data lists a 400-Ki entry requirement and results that extend with available Ki. In PvE raids or missions where a target is held in place or cannot easily escape, a long channel can be a reasonable commitment. In PvP or loose PvE, it needs a confirmed opening; an Ultimate that spends a large resource reserve is a poor blind poke.
Neo Tri-Beam is also a Ki Blast Ultimate, learned in Tien’s fourth lesson. It begins with 300 Ki and can repeat through further inputs that spend Stamina. Its own description explicitly calls out the Stamina cost. It should therefore be considered only after deciding whether the loadout can afford to spend both Ultimate Ki and defensive Stamina. Calling it “free” because it can repeat is incorrect.
Final Explosion is a Ki Blast Ultimate from the TP Medal Shop. It starts at 300 Ki and can consume Stamina when the input is held to extend the blast. The in-game description warns that the user is left open after the attack. It does not say that the player’s character is automatically knocked out; the actual risk is resource depletion, a close-range commitment, and post-attack vulnerability. Use it only after a dependable opening in PvE or a major stamina-break-style advantage in a player match, not as a universal finisher.
A practical selection checklist
- Check the slot label. A Super and an Ultimate compete for different slots; do not replace one on the basis of a list that confused their categories.
- Match the attack type. Put Strike skills on a Strike-focused build and Ki Blast skills on a Ki Blast-focused build unless the character has a deliberate hybrid plan.
- Count all resources. Include extra Ki or Stamina used by held inputs and repeat commands, not only the opening cost.
- Practice the setup. Test a skill after the character’s real combo enders, knockbacks, and stamina situations.
- Check unlock conditions. Skill Shop, TP Medal Shop, mentor training, and Parallel Quest rewards are different acquisition paths.
The best Xenoverse 2 Super Attacks are the ones that make the four Super slots coherent: Death Beam for a quick Ki Blast option, Super Dragon Fist or Meteor Crash for Strike pressure, Tri-Beam for a prepared charged shot, and Ki Explosion for close area control. Use Emperor’s Death Beam, Neo Tri-Beam, and Final Explosion in the Ultimate slots only when their larger Ki, Stamina, and setup commitments suit the activity.
