This is a sub-page of Dragon Ball Xenoverse 2.
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. In other cases, certain characters may have certain skills equipped during story mode missions or parallel quests but which are also not available on their playable presets. 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 Captain 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.
- Spirit Explosion: Equipped as his evasive skill on his first preset in the first game, replaced by Spirit Slash (which was already used in his first preset); absent from both of his presets and custom partner skillset in the sequel.
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 after the game's initial release, though it could have been given back to him much earlier had he gained sufficient votes during the Conton City Custom Partner vote.
Gohan (Adult)#
- Evil Whirlwind: Equipped as part of his skillset during the Parallel Quest #61, "The Cell Games Continued" (#39 in XV1), but absent from all of his playable presets and custom partner skillset.
- Sonic Kick: Equipped on a hidden/unused preset (more information on the 'Unused Presets' section).
- 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 Uniform costume, which did not have said skill in the first game).
- Turn Retreat: Equipped as his evasive skill on his fourth (Great Saiyaman) preset in the first game; absent from all of his presets and custom partner skillset in the sequel.
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 from 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 .
- Charge: Equipped as Copyman's third super skill in the first game; absent in the sequel.
- Meteor Blow: Equipped as Saibamen's first super skill in the first game; absent in the sequel.
- Poison: Equipped as Copyman and Jinkouman's second super skills in the first game; skill entirely absent in the sequel aside from Jinkouman and Tennenman's skillset in the "Infestation! Saibamen Scourage" mission from the Legend Patrol.
- Rise to Action: Equiped as Tennenman's first super skill in the first game; absent in the sequel.
- 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
- Super Back Jump: Equipped as Kyukonman's evasive skill in the first game; absent in the sequel.
- Super Front Jump: Equipped as Copyman's evasive skill in the first game; absent in the sequel.
Nappa#
- Fighting Pose A: Equipped as his fourth super skill on his fourth preset in the first game (from the "Neo Ginyu Force" saga of the GT Pack #1 DLC); absent from all of his presets and custom partner skillset in the sequel (including the Legend Patrol this time, strangely enough).
- Milky Cannon: Same thing (second skill instead).
- Explosive Wave: Same thing again (evasive skill).
Note: Nappa lost his fourth preset during the transition from the first to the second game, before being restored but drastically altered during the Festival of Universes update.
Vegeta (GT)#
- Full Power Energy Wave: Performed during the mission "Vengeful Villain Baby" from the Conton City Vote Pack DLC, but absent from his sole preset.
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 equipped only by Captain Ginyu's Trunks' body preset).
Trunks (GT)#
- Burning Slash: Equipped as his fourth super skill on his sole preset and during the story mission "Wake Up! Other Trunks" in the first game, replaced by Shining Slash in the sequel.
- God Breaker: Equipped as his first super skill on his sole preset and during the story mission "Wake Up! Other Trunks" in the first game, replaced by Full Power Charge in the sequel.
- Chain Destructo-Disc Barrage: Equipped as his ultimate skill as part of his skillset during the story mission "Wake Up! Other Trunks" from the first game but absent from his sole playable preset.
- Explosive Wave: Equipped as his evasive skill as part of his skillset during the story mission "Wake Up! Other Trunks" from the first game but absent from his sole playable preset.
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.
Appule, Ramon & Orlen#
- Full Power Charge: Equipped as Orlen's fourth super skill in the first game; replaced by Charged Ki Wave and absent in the sequel. 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?).
- Break Strike: Equipped as part of Ramon's skillset as his evasive skill during the story mission "Panic! Underworld and Earth Connected" in the first game and in the Legend Patrol but absent from all four of his playable presets.
Monrei & Guprei#
- Consecutive Energy Blast: Equipped as part of Monrei's skillset during the story mission "Panic! Underworld and Earth Connected" in the first game and in the Legend Patrol but absent from all four of his playable presets.
- 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.
- Fighting Pose E: One of his own fighting poses; equipped on his skillset in the "Protect Planet Namek #4" mission from the Guru's House Time Rift but absent from both of his presets.
- 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 (aside from Parallel Quests?)..
- 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 on 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 (aside from Parallel Quests?)..
- 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 from both of his presets in the sequel.
Jeice#
- Full Power Charge: Equipped as his fourth super skill on his first preset 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 (aside from Parallel Quests?).
- 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 (suit less) 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 (suit less) preset in the first game (third in the sequel); absent from 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 (Final Form)#
- Death Crasher: Equipped on a hidden/unused preset.
- Death Slicer: Also equipped on a hidden/unused preset.
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 Parallel Quests #70, "Things Are Getting Serious!", and #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.
Cooler (Final Form)#
- Feint Crash: Equipped both during his Initiation Test and on a hidden/unused preset, yet it is absent from both his sole preset and his custom partner skillset.
Metal Cooler#
- Afterimage: Equipped as part of his skillset during Expert Mission #07, "The Big Gete Star Strikes Back", but absent from his sole preset.
- Death Meteor: Equipped as part of his skillset during Parallel Quest #25, "The Emperor's Brother", and Expert Mission #07, "The Big Gete Star Strikes Back", but absent from his sole preset.
- Fake Blast: Final Form Cooler's usual evasive skill; equipped as his evasive skill as part of the skillset from his reborn state during Parallel Quest #70, "Things Are Getting Serious!", but absent from his sole preset, which has Hyper Movement instead.
- Psychic Move: Frieza's usual evasive skill; equipped as his evasive skill as part of his skillset on the battle against him during the Frieza Siege event and on his multiple copies during Parallel Quests #70, "Things Are Getting Serious!", and #99, "Frieza Race Revivified". Also absent from his sole preset.
Note: As Fourth Form Cooler and Metal Cooler also share many of their animations, Metal Cooler can also use the super skill Sledgehammer just like Fourth Form Cooler can use Feint Crash, though they do not use the other's respective super skills anywhere in the game.
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.
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 situation 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 his 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 from all of his 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; absent from all of his 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 his presets and custom partner skillset in the sequel.
- Special Beam Cannon: Equipped as part of his skillset during the Parallel Quest #177, "Warped Sense of Justice", but absent from his sole playable preset.
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 (Legendary Super Saiyan)#
- 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 standard presets and custom partner skillset in the sequel, though her Great Saiyaman 2 preset still retains it.
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#
- Go-Go Gum: Equipped as part of his skillset during the Parallel Quest #75, "Room to Spare".
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.
Kid Buu#
- Go-Go Gum: Used to be equipped as part of his skillset during the Parallel Quest #57, "Hell Is a Picture?", but was removed at some point. 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 and their custom partner skillset.
- 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)#
- Instant Transmission: Used during a cutscene in Parallel Quest #100, "The Ultimate Rivalry", but is absent from both of his presets in the sequel, though it can be equipped by Super Saiyan 4 Gogeta through his custom partner variation.
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 move set and was given to SS4 Gogeta some time later, removing the original skill from his move set, 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.
- Energy Field: Equipped as part of his skillset during the missions "17 Fusion! Birth of Super 17" and "Enemies Gather! Ultimate Tag Team" from the Legend Patrol, but absent from his sole preset.
Eis & Nuova Shenron#
- 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.
Mira#
- Bomber DX: Equipped as part of his skillset during the story missions "Discovered! History Invaders", "Warrior from the Future, Mira!" and "Mira's Full Power! I'm the Best!" in the first game and in the Legend Patrol but absent from all four of his playable presets.
- Death Slash: Exact same situation as Bomber DX and Shining Friday.
- Drain Charge: Equipped as his fourth super skill on his third preset in the first game, but absent from all four of his playable presets in the sequel.
- Finish Breaker: Equipped as his first super skill on his first preset in the first game, but absent from all four of his playable presets in the sequel.
- Shining Friday: Exact same situation as Bomber DX and Death Slash.
- Side Bridge: Equipped as his third super skill on his third preset in the first game, but absent from all four of his playable presets in the sequel.
- Dimension Ray: Equipped as his ultimate skill as part of his skillset during the story mission "Bardock, the Masked Man" but absent from all four of his playable presets.
- Blaster Meteor: Equipped as his evasive skill as part of his skillset during the story mission "Bardock, the Masked Man" but absent from all four of his playable presets.
Mira (Final Form)#
- Minus Energy Power Ball: Equipped as part of his skillset during the final mission from the story mode, "Final Battle! Re-Righting History", and in Parallel Quest #135, "Ribrianne, Defender of Love and Justice", but absent from his sole crystal raid/training mode preset.
- Break Strike: Equipped on a hidden/unused preset.
- Spinning Blade: Also equipped as part of his skillset during the final mission from the story mode, "Final Battle! Re-Righting History", and in PQ #135, but absent from his sole crystal raid/training mode preset.
Demon God Demigra#
- Bloody Sauce: Equipped as part of his skillset during the missions "True Enemy! Hypnotized Piccolo" and "Siege on Tokitoki! Awakened Demigra" from the Legend Patrol, but absent from his sole crystal raid/training mode preset.
- Baked Sphere: The code for the skill specifically attributes this ultimate as belonging to Demigra, and Demigra himself has unique movement animations for this skill. Yet, he does not actually use it anywhere in the game, at is is absent from all of his story mode fights as well as his Crystal Raid preset.