Dragon Ball Z Budokai 3 -Quick game review: Budokai 3 continues the budokai saga, but elevates it to a hole new level. Anyone who played the first two games will notice a MAJOR evolution in gameplay and grafics in this game. As for grafics Budokai 3 finally has auras that REALLY resemble the series, when you power up the aura becomes stronger and stronger as your ki rises, and if you're close to the ground you'll see wind on the ground lifting dust and such. The more powerfull the characters the stronger the aura. Another great thing in the games grafics is that now EVERYONE has their own fighting and powering up stances, and for characters with different transformations, both stances may change(for example frieza and cell have different ones for each transformation, Goku has a different one for ss3 and ss4, Piccolo and vegeta have different ones for their final transformations, etc). As for gameplay, which is what really matters, B3 is by far superior to B1 and 2. For starters every character is now MUCH more unique. The basic moves shared by characters have much more variety, and a lot of characters have unique attacks(such as frieza using his tail, trunks and dabura using their swords, piccolo stretching his arms, etc), and not just Buu, like in B2. Then the basic gameplay was redone. There aren't anymore of those special moves for each character that end up being exactly the same for everyone, just with different names, such as a ki blast shower, a high speed beatting or a combo that chases the opponent. Now each character only has really UNIQUE special moves, and each characters has at least 2(except for Cell jr., who only has one). Then the most important new aspect of the gameplay is teleporting and evading. You can now evade your opponent's basic attacks and teleport behind (this all takes ki away obviously). You can also appear behind your opponent after you execute a strong attack, and hit him with another sending him flying in any other direction, and repeat the process up to three times. Then there's also the addition of free flight (FINALLY :P). If you press backwards twice and hold the button your character will now dash/fly backwards instead of just hoping backwards, and if you press up/down while doing this the character will fly up or down respectively. All of these additions make the game MUCH MUCH better than the previous 2 Budokai games, and they also make this the GREATEST AND MOST FAITHFULL TO THE SERIES DBZ GAME EVER :) :) :) -Now on to the real FAQ : Intro: This is my second FAQ, I initially did a FAQ on Vegeta for Budokai 1, but since I'm going to make a series of FAQs for Budokai 3 (of my favorite characters) the start of the FAQs will be the same for every B3 FAQ I make. Legend: U,D,B,F - up, down, back, forward P - punch K - kick E - ki(energy) G - guard * - hold the button pressed + - press simultaneously - - press immediatly after the previous button _ - time the button for the right moment ~ - delay the next button press a little / - press one button or the other DMG - damage ss - sidestep WD - while dashing WF - while flying WD/F - while dashing or flying WG - must be done while on the ground WA - must be done while on the air SA - strong attack KN - the move/last move of the combo always knocks down KNG - the move/last move of the combo knocks down if on the ground JG - the move/last move of the combo opens juggle possibility HP - hit points; represents you health; each health bar has 1000 HP (*) - holding the button pressed performs a Charge attack VNB - the move/last move of the combo leaves the opponent vulnerable for further attacking VNBA - the move/lats move of the combo leaves the opponent vulnerable for further attacking if in the air Contents: Basic maneuvers and properties [XXBMPXX] Notes [XXNOTXX] Character's story and info [XXCHAXX] Character's transformations and basic moves [XXMOVXX] Character's strings [XXSTRXX] Character's fusions (if he/she has any) [XXFUSXX] Character's custom combo starters/finishers [XXCUSXX] Character's juggle starters [XXJUGXX] Character's custom combos/juggles [XXCOMXX] Character's suggested capsule setups [XXCAPXX] Character's dragon universe section [XXDRAXX] Levelling up basics [XXLEVXX] -> USE CTRL+F OR CTRL+L (depending on which program you're using to view the FAQ), and copy paste the key within the [] to locate each section instantly. [XXBMPXX] Basic Maneuvers and Move properties: POWERING UP: By pressing G*,B,B* you'll power up by filling your ki gauges. TAUNTING: By pressing G*,D,D without any item skill equiped or available to use you'll taunt your opponent. If you're not attacked during the taunt you'll lower his ki, but if he attacks you during the taunt, he'll interrupt it, and you won't affect him. Each taunt lowers the opponent's ki by 1 gauge. DASHING/FLYING: By pressing B,B* while on the ground you'll Dash backwards, and if you press U while you're dashing backwards you'll fly up. When you're in the air you'll fly backwards instead of dashing, and you can press D/U while flying to fly downwards or upwards respectivelly. By pressing F,F* you'll dash towards your opponent, and if you or your opponent is in the air, instead you'll fly towards him. SIDESTEPPING: You can ss by pressing U/D+G. This is a really useful maneuver, and you MUST master this to be able to really take advantage of the game's system. Use it to evade your opponent's attacks without consumig ki, or when you don't have any ki. ROLL: You can break your fall by pressing G at the right time when you hit the ground. If you press G you'll execute a standard roll and immediatly get up in the same place, if you press U+G o D+G you'll immediatly evade U/D respectively when you hit the ground. You can't roll if you're knocked down: certain attacks, that for example trip your legs, or smash you against the ground won't let you roll. STRONG ATTACKS: Attacks that send your opponent flying backwards/upwards/downwards. These open the possibility of pursuing combos. BREAK FLIGHT: When you're hit by a strong attack you'll be pushed away by the hit. When you're close to a wall, or close to the limits of the World Tournament stage you'll go against the wall taking extra DMG, or you'll get ringed out in the WT stage. By pressing G before you reach the wall/stage limits your break your flight and you won't go against the wall nor get ringed out. You can hold G right after being hit by the attack. DASH ATTACKS: These attacks are performed by pressing P, K or P+K when dashing/flying towards your opponent. These attacks will break your opponent defense if he tries to guard the attack, leaving him open for attack for a short time. Most of these attacks are strong attacks. Some characters also have a dashing E attack similar to these 3, (for example Frieza, Yamcha, Piccolo and Tien). CHARGED ATTACKS: some attacks have the special property of being charged. If you hold the button of the attack pressed after performing it it will gradually charge, and be released when max charged, being unblockable. At any time during the charge you can cancel the attack by guarding or sidesteping; use this to make devastating custom combos. While charging an attack you will be invulnerable to any one single basic attack that your opponent does, but any special attack, or any combo, or any attack after that first one will hit you. Included in this category are the P+K, B+P+K and F+P+K attacks. THROWS: Throws are performed by pressing P+G, and they are unblockable, but they obviously have to be performed at a very close range, and when the opponent is not attacking. Throws can however be evaded by pressing P+G at the same time as the opponent does the move, or they can be evade by teleporting. KI SISTEM: The ki sistem in B3 is different from the previous 2 games. You now have 7 vertical ki gauges standing by each other. Every character has a number of ki gauges which represent his baseline ki (they are taller gauges, and the number depends on the character/transformation of the character). Whenever your ki is below the baseline it will gradually fill up; when your ki is at the baseline it will not fill or depleat itself; and whenever your ki is above the baseline it will gradually depleat itself. When you ki is below baseline your guard percentage (percentage of DMG you take from attacks) will go down (your guard will be 2% weaker for every ki gauge that you use below the baseline), and when your ki is above the baseline your attack percentage (percentage of DMG you do with an attack) will go up (your attack will be 2% stronger for every ki gauge you have filled up above the baseline, except for the 7th one, wich will give you a 4% increase in attack). When your ki is at baseline your attack and guard percentage are steady at that character/transformation's default value (unless you're using support or item capsules, which affect these values). When your ki is at Max it will remain steady for about 3 seconds before it starts to decrease back to baseline. When you're attacked with less than one ki gauge you'll be exhausted, and you'll have to button mash to recover with one ki gauge, and until you do you'll be extremely vulnerable to major DMG! KI BLASTS: These are the basic ki attacks. Every character (except for Hercule/Mr. Satan, Uub and Videl) has them, and they're performed by simply pressing E. If you press E some consecutive times you'll shoot a series of ki blasts, and depending on the character it can go from a single one (for example kid Goku), to 4 or more (for example Vegeta, Goku, and most of the characters). Some characters also have a dashing E attack similar to a ki blast (for example Vegeta, Goku, Cell and Gohan), and some characters shoot more than one ki blast with this move (for example Vegito, who shoots three consecutive ki blasts). Each ki blast uses 1/3 of a ki gauge. DEFLECTING: If you press G at the right time you can deflect your opponents ki blasts, and there are two options on this: you either press G a bit before the ki blast reaches you and you'll deflect it away from the you, or you press G just before the ki blast reaches you and you'll deflect it back to your opponent. Both options are useful! Don't think that you'll always be better by deflecting it back to your opponent, because he can counter deflect it back to you, or he can even teleport behind you and attack you. EVADING: You can evade all of your opponent's physical attacks, except for throws and ultimate moves, by pressing G at the right time when your opponent performs each attack. Each move you evade uses aproximatelly 1/3 of a ki gauge. TELEPORTING: If you press F+G at the right time when your opponent is attacking you you'll teleport behind him. You then have two options: you either let go of G and your character will automatically perform a strong attack sending your opponent flying for some pursuing combos (this is a dangerous option when you're playing against a skilled opponent because it is easilly counter evaded), or you can keep pressing G and your character will only teleport behind your opponent, and then you can do whatever you want (this is the best option, and is specially useful when you're trying to avoid being hit). Teleporting uses 3 ki gauges for each teleportation. PURSUING: After you perform a strong attack you can teleport behind your opponent and hit him with another strong attack by pressing e after the attacks connects. If you press E you'll hit you opponent in the oposite direction from where he came; if you press D+E you'll hit the opponent downwards; and if you press U+E you'll hit the opponent upwards. This can only be done while in the air, meaning you can't do this when you're fighting on the ground. You can only pursue for 3 consecutive times, and if you hit your opponent against a wall or the ground it stops. Pursuing uses aproximatelly 4/5 of a ki gauge for each teleportation. TRANSFORMATIONS: Most of the characters in this games have transformations. These states will change your character's attack and/or guard and/or ki baseline values, and some will even open up new moves, and most will change your character and his aura's looks. They are performed by pressing P+K+G when you have the needed, or more than those, ki gauges, and if you're in contact with your opponent when you perform the transformation you'll break his guard. Some transformations will be reversed back to default stage when you're hit with less than one ki gauge (for example any super saiyan transformation, or Gohan's and Krillin's unlock potential), while others are not reversible after being executed (for example Frieza and Cell's transformations, Cooller's transformation or Brolly's Legendary Super Sayan transformation.). DEATH MOVES: These are the characters unique special moves, which can be done at the end of a specific string, or by pressing F/B+E, depending on the move. Some of these moves require additional commands after being started (for example Vegeta's Final Impact, which is done by pressing B+E, E, E, E, F+E, and the last command will only work if you hit the opponent with the other attacks). BEAM STRUGGLE: When both characters perform a Ki based death move at the same time, with some distance between them they'll enter a Beam struggle, during which you have to button mash your command, or (and I recommend doing this, because it'll be quicker, and easier to do) rotate both analogs, and the one who does this the quickest wins the struggle. At the end the character who wins may pursue the opponent for a combo. BURST MODE: When both characters performs an attack that gives them immunity to one single attack (like a charge attack, or some other basic attacks) at the same time, when in contact with each other, they'll enter burst mode, which works exactly the same as a beam struggle. HYPER MODE: If you press P+K+E+G you'll enter hyper mode. During this state you're invulnerable to weak attacks (you still lose health, but you won't be delayed by the hit, meaning your movements won't be interrupted by your opponent's weak attacks). Your ki will start decreasing faster than normal, and you won't be able to regain it until you exit hyper mode, but it will leave a red trail behind it. During this state is when you perform your character's Ultimate move(or one of them if your characters has more than one), by pressing again P+K+E+G; the required amount of ki gauges for the ultimate move will be represented by the red trail I mentioned above, meaning even if your ki is almost up, but if you have the necessary ki trail for the Ultimate move's requirements, you can still perform the move. Also during hyper mode if you try to perform a pursue you'll enter Dragon Rush. After either the dragon rush or the ultimate move, the ki you have is not the red trail, but the remaining ki you had before exiting this state. If you don't perform a dragon rush, or an ultimate move, then your ki will reach zero, and you'll be exhausted, open to serious DMG! DRAGON RUSH: By doing a SA and then pressing E in hyper mode you enter dragon rush, during which both characters initially have 4 choices of buttons (square, triangle, cross or circle). Each must choose one, and then there are two options: either they both press different buttons, and the attacker wins, and the dragon rush continues, or they both press the same button and the defender counter attacks the attacker, and the dragon ruch stops. After this first stage, if the attacker won, only 3 button choices remain, and we have two options: either they both press different buttons, and the attacker wins again, and the dragon rush continues, or they both press the same button and the defender completely evades the attackers move, and the dragon rush stops. After the second stage, if the attacker wins again we have the final stage, where only two button choices remain, and we have another two options: either both press different buttons and the attacker wins, performing his other ultimate move, or in case he doesn't have another one, he just performs a powerfull attack (different depending on the character, some have specific ones, such as Frieza in his 3rd transformation), or both press the same button and the the defender manages to get away from the attackers move with just a little DMG. Note that at the first stage the attacker has a 3/4 probability of successfully continuing the dragon rush, whilst at the second stage the probability lowers to 2/3, and at the last stage it lowers to 1/2, which means that the probability of the defender stopping the dragon rush keeps getting bigger (1/4 -> 1/3 -> 1/2). ULTIMATE MOVES: These are like super moves, they are also unique to each character. There are two classes of Ultimate moves, both performed in hyper mode: the one where you have to press P+K+E+G and the character will perform a chargeable attack, which if it connects initiates the Ultimate move (most characters have one of these, with the exception of a few (for example Raditz, kid Gohan, Cell Jr. and Saibamen)), or the one which is performed automatically at the end of a dragon rush (there are fewer characters that have this kind of Ultimate moves.). When you enter the first kind of Ultimate moves both characters will have a gauge wich will keep filling up over and over again, and a counter at the middle. You have to press an attack button at the right moment, three times, before the counter reaches zero, meaning you'll try to time the button pressing with the filling of the gauge, and then there are two options: either the attacker fills more gauge than the defender, and the Ultimate move is performed in all of it's power, or the defender fills more gauge, and the Ultimate either is performed in a weaker version, or is even stopped (depends on the Ultimate move, for example Goku's Super Spirit Bomb, which if successfull is much stronger than if unsuccessfull, or on the other hand Yamcha's Spirit ball attack which if unsuccessfull is stopped (with the exception of Tien's Neo Ki Blast Cannon, which if unsuccessful is stronger, but drains Tien of all of his ki, leaving him exhausted)). The other kind of Ultimate moves is automatic, and guaranteed once it starts. [XXNOTXX] Notes about the moves and strings section for each character: -The DMG indicated is the DMG the moves take in the lowest transformation required for the move, and at it's baseline ki. -Button presses separated by a coma (,) are moves within the same string, and the ones separates by a coma and a space( ) are singular moves, or moves from different strings. -The DMG indicated in a characters dragon rush Ultimate move represents the DMG the entire dragon rush plus the Ultimate move take, but it doesn't represent the DMG that the dragon rush starter you used takes. -The DMG indicated in a string is the DMG the string will do without any kind of power up's to the attack parameter, meaning it's at 100% attack. -When a move is a strong a attack, or a string ends in a strong attack, after the DMG of the move/string you'll see the sign (SA). -When a move can be charged, if totally charged it's DMG increases aproximatelly 50%, which means it'll do 150% DMG of what it would do if not charged, or partially charged. -Any physical attack's DMG, when hitting the opponent from his side or back increases aproximatelly 24%, which means it'll do 124% DMG of what it would do if hitting the opponent in his face. -I'll only list complete strings, unless they can be finished with a Death move, or they open juggle possibilities, or leave the opponent vulnerable (meaning that for a character with the string P,P,P,P,K I won't list P or P,P or P,P,P but I'll list P,P,P,P (may end in *Death move's name*), if the character has that particular Death move string. -Strings that end in death moves won't be listed since they are done by simply pressing E at the end of the string, and the DMG they do is simply the DMG of the string plus the DMG of the death move. -Moves that leave the opponent vulnerable (VNB) are a bit rare (each character probably has about 3 or 4), and they only have a short window for you to attack after. Examples of such moves is Piccolo's F+P,P,P,P string, or moves such as Vegeta's F+K, or F+P,F+K,P string. If you attack after the allowed time the opponent will just fall to the ground and the combo will be interrupted. -Strings that don't combo, meaning that hits don't add on, meaning that from some move on the combo can be blocked, even if the opponent was hit by the previous move, will have hits and DMG listed separately as X+X hits and XX+XX DMG. An example of this is Piccolo's P,P,F+K string, in which the first two hits combo, but the third one doesn't, meaning that the opponent may be hit by the two punches, but still block the last kick. It's parameters will be listed like this: 2+1 hits 87+74 DMG. -Whenever a basic attack that's referred to in the list outside of the string list appears in the combo, I'll refer to the move by the name I gave it in it's section. Notes about the fusions sections for the characters that have them: -All fusion capsules take all 7 slots, so you won't be able to equip any other capsules. But a character still has some skills that the capsule provides besides the obvious Fusion skill, these are referred to as provided skills. -Some of the character's moves will be changed when a Fusion capsule is equipped, even befores using the Fusion skill, these are referred to as altered moves in the general fusions section. -After performing the fusion even more moves, or even the same, will changed/upgraded. These are referred to as altered moves in each fusion's separate section. -All fusions are done like an ultimate move (P+K+G+E in hyper mode) -Fusions have a required minimum number ki gauges that you have to have filled up with the trail of ki in hyper mode to be able to perform the Fusion, but doing it won't use any ki. Notes about the suggested custom combos section for each character: -Every combo is done starting in the character's baseline ki for the respective starting form. -Button presses separated by a coma (,) are moves within the same string, and the ones separates by a coma and a space( ) are singular moves, or moves from different strings. -When you break your opponent's guard by transforming normally if you hit him he'll fall down; but there's a very short window during which he doesn't fall and your attacks are still guaranteed, allowing you to continue your custom combos. That window is at the end of the motion the opponent does, right befores he regains control. So every time you are supposed to use a guard break during a custom combo I suggest, you're supposed to hit that window, unless you're breaking into an ultimate move, 'cause in that you just have to do it as soon as possible, or you're breaking into a death move, in which case you can attack at any moment during the motion, and it'll do the same DMG. -The right moment referred to in the legend with _ , that you need to perform guard cancels within combos is the moment RIGHT after the move starts to charge, preferrably with little to no "shining" in the beginning. Notes about the Dragon Universe section for each character: -Any normal event is signed with "->", and separated from the previous/next by an empty lign, but an event that's derivative from the previous one will be signed with a space and then the "->", and won't be separated from previous one, meaning it only happens after the previous one. -When a place where an event happens is an important place, with a proper name, and not a generic one (like mountains or plains), after the first time I say where it's located I won't say it again, and I'll only say that it happens in the respective place. -Some events are automatic, meaning they happen automatically when you reach their location. These events are marked with "(AUTO)". [XXCHAXX] VEGETA Vegeta is the prince of the Saiyans, a race of proud warriors. Their planet, planet Vegeta, was obliterated by Frieza, because he was afraid that their combined might would be more than he could handle. The sole survivers were Vegeta, Nappa and the two sons of Bardock, Raditz and Kakarot. Every other saiyan was destroyed along with the planet, and Vegeta was only a kid when this happened. Vegeta, Nappa and Raditz were forced to work for the one who destroyed their home and families, while Kakarot was sent on a ship and eventually ended up on earth. For years Vegeta had to endure the pain of doing Frieza's dirty work, conquering planets for him, until the day when they found out of Kakarot's whereabouts and Raditz came to earth seeking him. When he arrived he found Goku, a man who was nothing like the rest of the saiyans. Goku was the name that an old man gave to Kakarot when he found him in his spaceship. Goku had no memories of his childhood, and didn't accept Raditz's proposal for him to return with him. Raditz tried to force him, but ended up killed by Goku and a namekian. Vegeta and Nappa, who heard the story of the Dragon Balls through Raditz's scouter, decided to come to earth to search for the balls, and kill Goku for the death of Raditz. When they arrive they too are defeated by Goku and his friends, and Vegeta was humiliated by having his life sparred by his enemies; he swore revenge. Later Vegeta went to Namek to try and find the dragon Balls, and again encountered Goku and his friends there. He ended up having to team up with them in order to defeat frieza, but in the end he was still defeated by Frieza. He was then wished back to life by Goku's friends, with the dragon balls, and transported to earth. Goku remained on Namek to defeat Frieza. Some time later Goku's friends try to wish him back to life, but Shenron tell him his alive and that he's coming to earth. From here on,Vegeta learns to live with the humans, and little by little, without him knowing, or wanting to, he begins to leave his saiyan nature behind, and eventually will even have a son with an earth woman named Bulma: Trunks. At the moment at which Goku was supposed to arrive, an unexpected visitor, Trunks, comes from the future and kills Frieza who had returned with his father to search for revenge. After Goku arrives Trunks warns him of the coming of the androids. Vegeta keeps training until he finally succeds in becoming a Super Saiyan. Meanwhile Trunks returns from the future again to help in the fight with the androids, but when #19 and Dr. Gero arrive they are no match for Vegeta, who proceeds to destroy #19, and Dr. Gero escapes. While they search for him they come to his lab, and watch the reawakening of #17 and #18, who are far to strong for Vegeta, and any of Goku's friends. Vegeta finds out who Trunks is, his son, and later they both go into the Hyperbolic Time Chamber to train in order to defeat the androids, and new appeared Cell. When they come out, Vegeta rushes to find Cell, who had already absorbed #17, and had become too strong for Piccolo, and shows him what an Ultra Super Sayan is. Cell is no match for Vegeta, who proceeds to beat the crap out of him..until he hears Cell cursing him for not letting him become perfect..and then his saiyan pride gets ahead of him, and he decides to let Cell absorb #18. After Cell became perfect Vegeta didn't stand a chance, and was defeated. Vegeta trains for Cell's tournament, and when the day arrives he watches Goku being defeated, and giving up his place for Gohan. When Goku's son refuses to fight Cell, he, in order to tease Gohan, kills Trunks, and when Vegeta realises that his son's dead he rushes at Cell with all his might, bue is once again defeated. After the battle things return to normal, and Vegeta remains on earth training with his young son. Some years later a new world tournament starts, and there Vegeta, Goku and his friends find out of Babidi and his plan to revive Majin Buu. When Vegeta notices what he has become, he tries to take back the cold bloodedness and ruthlessness he once had, and to forget his "feelings for his family" and on purpose allows Babidi to control his mind. But even this is now not enough, because without Vegeta knowing it, he's lost everything that he was as a saiyan, except for his pride. He ends up sacrificing himself to try and defeat Buu, but he fails. He is then wished back to life to fight alongside Goku, and this is when he realises that Goku always was his only true friend. In the end he helps Goku defeat Buu, and stays with his family on earth. Vegeta is one of the best characters in this game, he has great moves and combinations, his ss4 transformation nets him a 140% attack ratio (which is the best you'll get along with goku's ss4), and unlike Goku he only needs 3 capsules to attain ss4 (ss, ss2 and ss4, while goku has kaioken, ss, ss2, ss3 and ss4), which means you'll have more room to equip suport capsules, which is a very good thing. His only downside is his reach, which isn't one of the best. Vegeta is unlocked by beating him with Goku in Dragon Universe, during the saiyan saga. Vegeta's costumes: (to change costumes, at the character select screen highlight the character and press left/right) 1 - Buu saga dark blue body costume 2 - Android and Cell sagas saiyan armor 3 - Sayan saga saiyan armor 4 - Namek sagas saiyan armor [XXMOVXX] Vegeta's transformations: Super Saiyan (SS) - This is Vegeta's first super saiyan state. He first reached this state during the android saga, and he first used it to defeat and kill #19. Characteristics: ki required - 4 gauges baseline ki - 4 gauges attack % at baseline - 110% reversed if hit with less than 1 ki gauge allows you to equip and use SS2 allows you to equip and use Big bang Attack Super Saiyan 2 (SS2) - Vegeta first reached this state after being possessed by Babidi. It's the second ascended ss state that Vegeta reached, because he had already reached Ultra Super Saiyan, during the fight with Cell, but he gave up using it, 'cause what it gave him in extra power it took away in speed, because of the size of his muscles. Characteristics: ki required - 5 gauges baseline ki - 4 gauges attack % at baseline - 115% reversed if hit with less than 1 ki gauge allows you to equip and use SS4 Super Saiyan 4 (SS4) - Vegeta reached this state near the end of DB:GT, right after Goku reached it, and thanks to one of Bulma's inventions. Characteristics: ki required - 7 gauges baseline ki - 6 gauges attack % at baseline - 140% reversed if hit with less than 1 ki gauge Galick Gun changed to Final Shine Majin Vegeta - This transformation represents Vegeta when he was possessed by babidi. It is activated when you're hit with less than 1 life gauge. Caracteristics: ki required - N/A baseline ki - 5 gauges attack % at baseline - 125% permanent SS2 state (not reversible) allows you to use Atomic Blast and Final Explosion (if you have Galick Gun equiped it'll be changed to Atomic Blast, and if you have Big Bang Attack equiped it'll be changed to Final Explosion) upgrades basic kick combo from K,K,K,K to K,K,K,K,K Vegeta's special moves: Galick Gun - This is the Vegeta's level 1 death move. It's the move Vegeta used against Goku's Kamehameha when he first came to earth. It uses 1 ki gauge. F+E -> 250 DMG (SA) (KNG) P,P,P,P,E -> 5 hits 373 DMG (SA) (KNG) F+K,P,P,P(*),E -> 5 hits 435 DMG (SA) (KNG) Final Shine - This is Vegeta's ss4 specific move. Once you turn ss4 Galick Gun will be replaced with Final Shine. It uses 1 ki gauge. F+E -> 602 DMG (SA) (KNG) P,P,P,P,E -> 5 hits 773 DMG (SA) (KNG) F+K,P,P,P(*),E -> 5 hits 861 DMG (SA) (KNG) Atomic Blast - This is Majin Vegeta's specific Death move. He used it against Majin Buu. Once you turn Majin Vegeta Atomic Blast will be usable (if you have Galick Gun equipped it'll be replaced). It uses 1/2 of a ki gauge. F+E -> 500 DMG (SA) (KNG) P,P,P,P,E -> 5 hits 651 DMG (SA) (KNG) F+K,P,P,P(*),E -> 5 hits 729 DMG (SA) (KNG) Big Bang Kamehameha - This is SS4 Gogeta fusion's specific Death move. He used it against Omega Shenron. It uses 1 ki gauge. F+E -> 4 hits 1755 DMG (SA) if at close distance -> 4 hits 1755 DMG (SA) (KNG) if at medium or long range P,P,P,P,E -> 8 hits 1976 DMG (SA) F+K,P,P,P,E -> 7 hits 1954 DMG (SA) F+K,P,P,P~E -> 8 hits 2089 DMG (SA) Final Impact - This is Vegeta's level 2 Death move. It's a combination of 4 atacks (, ending in a ki explosion that'll only work when you've hit the opponent with the first 4 attacks. It uses 2 ki gauges, but you'll recover ki for every hit you land of the move(except the ki blast), so if you manage to hit your opponent with the move you'll end up basically with the same ki you had before you do. But beware, because every hit of the move can be evaded and countered. B+E(*),E,E,E,F+E -> 5 hits 370 DMG F+P(*),F+K,P,E(*),E,E,E,F+E -> 8 hits 553 DMG F+K,F+K,P(*),E(*),E,E,E,F+E -> 8 hits 550 DMG Soul Strike - This is the specific death move of the Gogeta Fusion. It's a combination of a knee kick to the stomach followed by a jumping knee strike to the chin ending in a powerfull droping axe kick to the head. It uses 2 ki gauges. B+E -> 3 hits 910 DMG (SA) (KNG) K,F+K,P,E -> 6 hits 1136 DMG (SA) (KNG) F+K,F+P(*),P,E -> 6 hits 1116 DMG (SA) (KNG) Spirit Cannon - This is the specific death move of the Vegito fusion. He used it against Super Buu after he absorbed Gohan. It uses 2 ki gauges. B+E -> 780 DMG (SA) (KNG) F+P,K,K(*),E -> 5 hits 1026 DMG (SA) (KNG) F+K,F+K,P(*),E -> 4 hits 1010 DMG (SA) (KNG) Final Flash - This is the move Vegeta used against Frieza and Cell in his perfect form. It's Vegeta's Dragon Rush Ultimate move, so it doesn't use any ki. 1500 DMG Big Bang Attack - This is the move Vegeta used to destroy #19. It's Vegeta's P+K+G+E Ultimate Move. It uses 5 ki gauges, and it can only be done in SS state or Higher. >If defense wins - 660 DMG >If attack wins - 1208 DMG Final Explosion - This is Majin Vegeta's specific Ultimate move. He used it when trying to defeat Majin Buu. Once you turn Majin Vegeta Final Explosion will be usable (if you have Big Bang Attack equiped it'll be replaced). It uses 7 ki gauges. >If defense wins - User defeated >If attack wins - Enemy defeated Soul Punisher - This is the Gogeta fusion's specific ultimate move. It's Gogeta's P+K+G+E ultimate move. >If defense wins - 810 DMG >If attack wins - 2631 DMG 100X Big Bang Kamehameha - This is the specific ultimate move of the SS4 Gogeta fusion. It's SS4 Gogeta's P+K+G+E ultimate move. >If defense wins - 2700 DMG >If attack wins - 3508 DMG Spirit Sword - This Vegito Fusion's specific ultimate move. He used it against Super Buu after he absorbed Gohan. It's Vegito's P+K+G+E ultimate move. It can only be done in Super Vegito state, and it uses 5 ki gauges. >If defense wins - 1522 DMG >If attack wins - 2175 DMG Vegeta's Throw: A crouching inwards sweep to the opponent's both legs, leaving him suspended in the air, followed by an upwards powerfull kick to the stomach. P+G (close) -> 2 hits 200 DMG (JG) Vegeta's Ki blasts: Standing ki blasts - Vegeta stands up strait, facing his enemy sideways, and shoots 1,2,3 or 4 ki blasts. E -> 50 DMG E,E -> 2 hits 100 DMG E,E,E -> 3 hits 150 DMG E,E,E,E -> 4 hits 200 DMG Dash Ki blast - Vegeta stops dashing and shoots a ki blast with both of his hands. E (WD/F) -> 50 DMG Vegeta's dash attacks: Rotating punch - Vegeta rotates and punches the enemy with the back of his hand. P (WD) -> 60 dmg (SA) (KN) Double hammer - Vegeta joins his hands above his head and smashes his opponent downwards in the head. P (WF) -> 70 DMG (SA) Flying kick - Vegeta jumps and performs a powerfull jumping kick. K (WD) -> 100 DMG (SA) (KN) Side kick - Vegeta joins his legs sideways and kicks his opponent at the chest. K (WF) -> 75 DMG (SA) Headbutt - Vegeta quickly delivers a headbutt to the opponent. P+K/K+G (WD/F) -> 60 DMG (SA) Vegeta's basic attacks: Upwards hammer - Vegeta joins his hands and strikes the opponent upwards. P+K(*) (WG) -> 70 DMG (SA) Downwards hammer - Vegeta joins his hands and strikes the opponent downwards. P+K(*) (WA) -> 70 DMG (SA) Strait knuckle - Vegeta takes a step forward and delivers a sudden powerfull punch to the opponent. F+P+K(*) -> 75 DMG (SA) (KN) Uppercut - Standard uppercut to the chin. B+P+K(*) -> 65 DMG (JG) Twin kicks - Inwards roundhouse followed by a powerfull side kick to the stomach. K+G -> 2 hits 137 DMG (SA) [XXSTRXX] Vegeta's Strings: >Punch starter P,P,P,P - Two strait left jebs to the face, followed by a right hook also to the face, and a left uppercut to the stomach. 4 hits 123 DMG may end in Galick Gun/Final Shine/Atomic Blast P,P,P,P,K - Last string ending in a powerfull jumping roundhouse kick to the upper part of the body. 5 hits 202 DMG (SA) (KNG) P,P,P,F+P(*) - Two strait left jabs to the face, followed by a right hook also to the face ending in a powerfull double handed horizontal smash again to the face. 4 hits 146 DMG (SA) P,P,K,K,K - Two strait left jabs to the face followed by an inwards right roundhouse and a left sidekick both the stomach, ending in a strong upwards hoping kick also to the stomach. 5 hits 249 DMG (JG) P,P,K,F+K - Two strait jabs to the face followed by an inwards right roundhouse ending in a powerfull hoping right knee to left kick combo. 5 hits 203 DMG (SA) P,F+P,P - A strait left jab to the face followed by a right hook to the ribs and an uppercut to the chin. 3 hits 110 DMG (JG) P,F+P,P,P(*) - Last string ending in a strait knuckle. 4 hits 178 DMG (SA) (KNG) P,F+P,P,K - Next to last string ending in a jumping twin roundhouse kicks combo. 5 hits 216 DMG (SA) P,K - A strait left jab to the face followed by a powerfull inwards roundhouse kick. 2 hits 88 DMG (SA) F+P(*),P,P,P,P(*) (WG) - A downwards right hook to the face followed by an uppercut to the chest, a right hook to the ribs and a left hook to the chin, ending in an upwards hammer. 5 hits 213 DMG (SA) F+P(*),P,P,P,P(*) (WA) - Last string ending in a powerfull open palm side thrust to the stomach instead of an upwards hammer. 5 hits 213 DMG (SA) F+P(*),P,P,K - A downwards right hook to the face followed by an uppercut to the chest, a right hook to the ribs and a hoping right knee to left kick combo. 5 hits 209 DMG (JG) F+P(*),P,P,K,K(*) - Last string ending in a powerfull frontal kick to the stomach. 6 hits 268 DMG (SA) F+P(*),P,F+P(*) - A downwards right hook to the face followed by an uppercut to the chest ending in a powerfull downwards elbow hit to the head. 3 hits 140 DMG (KN) F+P(*),P,F+P(*) (WA) - Same string but ending in a strong attack. 3 hits 140 DMG (SA) F+P(*),K,K(*),K - A downwards right hook to the face followed by a left inwards leg sweep, a rising upwards frontal kick and a droping axe kick to the head, ending in a flying kick. 5 hits 278 DMG (SA) F+P(*),K,F+K - A downwards right hook to the face followed by a left inwards leg sweep ending in a powerfull upwards hoping frontal kick to the stomach. 3 hits 178 DMG (SA) F+P(*),F+K,P - A downwards right hook to the face followed by a left knee kick to the face and a weak downwards hammer to the head. 3 hits 183 DMG (VNB) may end in Final Impact F+P(*),F+K,P,P(*) - Last string ending in a powerfull downwards elbow hit to the head. 4 hits 228 DMG (KN) F+P(*),F+K,P,P(*) (WA) - Same string but ending in a strong attack. 4 hits 228 DMG (SA) B+P,P - A rotating backhand punch to the face followed by an uppercut to the chin. 2 hits 98 DMG (JG) B+P,K - A rotating backhand punch to the face followed by a powerfull jumping roundhouse kick to the upper part of the body. 2 hits 147 DMG (SA) (KNG) B+P,F+P - A rotating backhand punch to the face followed by a powerfull elbow strike to the chest. 2 hits 108 DMG (SA) (KNG) B+P,F+K - A rotating backhand punch to the face followed by a knee kick to the chin. 2 hits 123 DMG (VNB) B+P,F+K,K - A rotating backhand punch to the face followed by a knee kick to the chin ending in a twins kicks combo. 4 hits 251 DMG (SA) B+P,B+P(*) - A rotating backhand punch to the face followed by a powerfull downwards elbow hit to the head. 1+1 hits 60+50 DMG (KN) B+P,B+P(*) (WA) - Same string but ending in a strong attack. 1+1 hits 60+50 DMG (SA) B+P,B+K - A rotating backhand punch to the face followed by a hoping left knee kick to the face. 2 hits 127 DMG (JG) >Kick starter K,K,K,K - Three quick left side kicks to the stomach, legs and stomach again ending in a twin kicks combo. 5 hits 259 DMG (SA) K,K,K,K,K - Last string ending in a flying kick. 6 hits 430 DMG (SA) (KNG) (Majin Vegeta only) K,K,F+K,K,K - Two quick left side kicks to the stomach and legs followed by an inwards roundhouse kick to the stomach and an inwards leg sweep ending in a powerfull jumping roundhouse kick to the upper part of the body. 5 hits 277 DMG (SA) K,K,F+K,K,P(*) - Last string ending in a strait knuckle instead of the roundhouse. 5 hits 264 DMG (SA) (KNG) K,K,B+K(*) - Two quick left side kicks to the stomach and legs ending in an upwards frontal kick to a droping axe kick. 4 hits 170 DMG (KN) K,K,B+K(*) (WA) - Same string but ending in a strong attack. 4 hits 170 DMG (SA) K,F+K,P(*) - A quick left side kick to the stomach followed by an inwards roundhouse also to the stomach and an uppercut to the chin. 3 hits 169 DMG (VNB) K,F+K,P(*),P(*) - A quick left side kick to the stomach followed by an inwards roundhouse also to the stomach and an uppercut to the chin, ending in a strait knuckle. 4 hits 237 DMG (SA) (KNG) K,B+K - A quick left side kick to the stomach followed by a hoping knee kick to the chin. 2 hits 117 DMG (JG) F+K - A quick knee kick to the chin 1 hit 65 DMG (VNB) F+K,K,K,K,K - A quick knee kick to the chin followed by two quick left side kicks to the legs and stomach ending in a twin kicks combo. 5 hits 270 DMG (SA) F+K,K,K,F+K(*) - Last string ending in an upwards frontal kick to droping axe kick combo instead of the twin kicks. 5 hits 230 DMG (KN) F+K,K,K,F+K(*) (WA) - Same string but ending in a strong attack. 5 hits 230 DMG (SA) F+K,P,P,P(*) - A quick knee kick to the head followed by a right hook to the ribs and a left hook to the chin ending in an uppercut to the chin. 4 hits 185 DMG may end Galick Gun/Final Shine/Atomic Blast F+K,F+K,K - A quick knee kick to the head followed by a droping axe kick also to the head ending in a hoping left knee kick to the face. 3 hits 183 DMG (JG) F+K,F+K,P(*) - A quick knee kick to the head followed by a droping axe kick also to the head and an uppercut to the chin 3 hits 179 DMG (VNB) may end in Final Impact F+K,F+K,P(*),P - Last combo ending in a powerfull elbow strike to the chest. 4 hits 224 DMG (SA) (KNG) F+K,F+P(*),P(*),P(*) - A quick knee kick to the head followed by a downwards right hook to the face and a strong uppercut to the stomach inding in a downwards hammer. 4 hits 218 DMG (SA) (KNG) B+K - A dropping axe kick to the head 1 hit 55 DMG (VNB) B+K,K(*) - A droping axe kick to the head followed by an upwards frontal kick to droping axe kick combo. 3 hits 140 DMG (KN) B+K,K(*) (WA) - Same string ending in a strong attack. 3 hits 140 DMG (SA) B+K,P,P(*) - Last string ending in an upwards hammer. 3 hits 158 DMG (SA) B+K,P,P(*) (WA) - Same string but ending in a powerfull double handed horizontal smash to the face instead of the hammer. 3 hits 154 DMG (SA) B+K,F+K - A droping axe kick followed by a powerfull upwards hoping frontal kick to the face. 2 hits 127 DMG (SA) B+K,B+K - A droping axe kick to the head followed by a hoping knee kick to the face. 2 hits 122 DMG (JG) [XXFUSXX] Vegeta's Fusions: Altered moves: >Rotation kick - Vegeta quickly rotates and delivers a powerfull side kick to the opponent. K (WD) -> 75 DMG (SA) (KN) (altered move) >F+P,K,K(*) - A downwards right hook to the face followed by a left inwards leg sweep, a rising upwards frontal kick and a droping axe kick to the head. 4 hits 190 DMG (no finisher available) >K,K,F+K,K - Two left side kicks to the stomach and legs followed by an inwards right roundhouse kick ending in a powerful jumping right roundhouse kick to the stomach. 4 hits 225 DMG (SA) (KNG)(altered string) >K,K,F+K,F+K,P(*) - Two left side kicks to the stomach and legs followed by an inwards right roundhouse kick and a left leg sweep ending in a strait knuckle. 5 hits 269 DMG (SA) (KNG) (added string) >Gogeta Fusion - This is the Fusion between Vegeta and Kakarot, done by performing the fusion dance. Characteristics: provided skills: Galick Gun ki required: 3 gauges baseline ki: infinite ki until end of fusion duration not reversible until end of fusion duration requires pressing a 6 button combination in in 3 seconds: >If fusion fails: attack %: 90% permanent normal state (no SS transformations) throw disabled (P+G makes the character tired) no skills available (F/B+E makes character tired) no hyper mode available (P+K+G+E makes character tired) dashing forward is really slow sometimes gets tired after attacking >If fusion is successful: attacks %: 135% permanent SS2 state allows you to use Soul Strike and Soul Punisher altered moves: >F+P,K,K(*),K - same combo ending in a powerfull side kick to the face. 5 hits 350 DMG (SA) (KNG) >K,K,F+K,K - Two left side kicks to the stomach and legs followed by a quick kick to the legs ending in a rotating powerfull side kick to the face. 4 hits 310 DMG (SA) (KNG) >K,K,F+K,F+K,P(*) (WG) - Two left side kicks to the stomach and legs followed by a quick kick to the legs and a knee kick to the stomach ending in an upwards hammer. 5 hits 329 DMG (SA) >K,K,F+K,F+K,P(*) (WA) - same combo ending in a downwards hammer instead of the upwards one. 5 hits 385 DMG (SA) >P,P,K,F+K,K - Two strait left jabs to the face followed by an inwards right roundhouse to the stomach and a knee kick also to the stomach ending in a powerfull side kick to the face. 5 hits 340 DMG (SA) >SS4 Gogeta Fusion: This is the fusion between Vegeta and Kakarot, both at level 4 Saiyan state, done by performing the fusion dance. Characteristics: provided skills: Galick Gun, SS4 SS4 state only ki required: 3 gauges baseline ki: infinite ki until end of fusion duration not reversible until end of fusion duration attack %: 180% permanent SS4 state allows you to use Big Bang Kamehameha and 100X Big Bang Kamehameha altered moves: same as Gogeta Fusion >Vegito Fusion: This is the fusion between Vegeta and Kakarot done using the potara earrings. Characteristics: provided skills: Galick Gun ki required: 3 gauges requires a dragon rush type comand: If both players hit the same button - Fusion fails If both players hit different buttons - Fusion succeeds once failed can not be used again in the same match not reversible once succeeded altered moves: >Ignore Kick - Vegito crosses his arms and triple kicks his opponent away with just one leg. K+G(*) -> 3 hits 257 DMG (SA) >Triple ki blast - Vegito stops dashing and shoots three consecutive ki blasts with both hands. E (WD/F) -> 3 hits 195 DMG >K,K,F+K,F+K,K(*) - same combo ending in an Ignore Kick. 7 hits 494 DMG (SA) >K,K,B+K(*),K,K(*) - Two left side kicks to the stomach and legs followed by an inwards roundhouse kick to the stomach, a left leg sweep and an arm crossed quick right kick to the legs ending in an arm crossed powerfull rising right kick to the face. 6 hits 385 DMG (SA) >B+K,B+K,K(*) - A dropping axe kick to the head followed by a hoping knee strike to the chin ending in an arm crossed powerfull rising right kick to the face. 3 hits 250 DMG (SA) >P,P,K,K,K,K(*) - same combo ending in an arm crossed powerfull rising right kick to the face. 6 hits 409 DMG (SA) >F+P(*),F+K,K,K(*) - A downwards right hook to the face followed by a left knee kick to the face and an arm crossed quick right kick t the legs ending in an Ignore Kick. 6 hits 457 DMG (SA) transformations: >Basic state: baseline ki: 6 gauges attack % at baseline: 130% allows you to use Spirit Cannon and Super Vegito >Super Vegito: baseline ki: 7 gauges attack % at baseline: 145% allows you to use Spirit Sword [XXCUSXX] Custom Combos: Custom combos are made by cancelling charge attacks that leave the opponent open for more attacks within strings. Custom Combos can include juggles within them. Here are some combo starters and finishers, and the ones I use the most..you can link as many different starters as you want with a finisher at the end (if they are linkable), but obviously you'll get punished if you go at it for too long, 'cause eventually your opponent will recover enough ki to teleport. Another good tactic is to custom combo into an ultimate move, which comes unexpected ,and can also be cancelled into the same move again if you have the ki required, in case your opponent evades. Suggested starters: F+P,K,K*_G - This string is the one I use the most as a starter; it's quick, easy to perform, and cool looking too :P. F+P,F+K,P - This one doesn't need to be cancelled due to it's vulnerability properties. It's pretty quick and strong..the only downfall is that the time window during which it leaves the opponent open is small, and it also leaves you a bit far from the him/her, and so not all moves will connect after it. B+K,K*_G - This one I don't use it that much 'cause it's kinda slow to start, and it's weak. F+K - This one is just a simple knee kick therefore it's unexpected and quick, and it doesn't need to be guard cancelled, but it's also really weak and the window during which the opponent is open after being hit is short, so not all attacks will connect (I suggest using combos that start with P). F+K,F+K,P - This one doesn't need to be cancelled either in order to start a custom combo, and it's quick and pretty strong... but really easy to evade. K,K,B+K*_G - This is one is also good and quick but not as strong as the first one I indicated. F+K,K,K,F+K*_G - This one is another one that's really good overall. Suggested finishers: P,P,P,P,E - This finisher is the most basic one, and it's really one of the best since it's really quick and ends in a death move, so it's pretty damaging. The only downfall is that it requires ki usage..but that shouldn't be a problem at the end of a custom combo :P. F+K,P,P,P,E - This one is basically the same, but it's more damaging, and quicker at the beginning, but it has more hits..and that's not always a good thing since it'll give your opponent more chances to recover ki and turn the tables around. P,P,K,K,K - This finisher is one of two that i use the most. It's strong, and big (so you'll recover a lot of ki for hitting your opponent) and it opens juggle possibilities at the end, and it's also a P starter combo, so it works with any of the starters. F+P,P,P,P,P - This is the other one I use the most. It's also strong and big, and it allows for pursuing at the end even when you're in the ground since it hits upwards. K,K,F+K,K,K - This one is strong and really cool looking, but it doesn't allow for pursuing if you're on the ground. F+P,P,P,K - This finisher is also really good 'cause it opens juggle possibilities at the end, and with a wider window than the first I indicated..it will allow for powerfull juggles, but it's not that good looking, and juggles won't always be a good thing to use (check next section). [XXJUGXX] Juggles: As far as juggles go, it all depends on your situation; if your opponent doesn't have enough ki to evade your attacks by teleporting then you should try a juggle, but go for a short one, that allows you to pursue, because pursuing is stronger than most basic juggles. You can also use cancel in your charge attacks, and transformations to widden the window you have to attack, to create very powerfull combos within your juggles, originating really powerfull juggles, that can come close to killing your opponent..but then again your opponent will probably have enough ki to teleport behind you and punish you, especially if he's using a Concentration capsule (which I ALWAYS recommend using..and always use myself...it cuts the ki expediture for evading and teleporting in half :)). In my opinion you don't have to worry about juggles too much in this game..just use a short combo that ends in a strong attack and then pursue for some DMG, until you see your opponent has enough ki to teleport, and then stop pursuing or you'll be punished. Suggested starters: B+P+K - This move opens a huge window leaving you at ease to perform very damaging juggles, but it's pretty slow and weak. P+G - This is Vegeta's throw, and it's one of the best in the game because it allows for juggles, and it even has a pretty good window. P,P,K,K,K - This is a pretty good looking juggle starter, but it doesn't open a big window F+P,P,P,K - This is one of my suggested custom combo finishers and also a suggested juggle starter because it gives a pretty big window for powerfull juggles. [XXCOMXX] Suggested Custom combos/juggles: -F+K,F+K,P, P,P,K,K,K, P,F+P,P,K pursue always possible 13 hits 571 DMG (SA) aprox. remaining ki gauges: 6.9 starting from: base -F+P,K,K*_G, P,P,K,K,K, B+P,F+P pursue possible if in the air 10 hits 456 DMG (SA) (KNG) aprox. remaining ki gauges: 6.9 starting form: base -F+P,K,K*_G, B+P,P, F+P,P,P,K,K pursue possible if in the air 11 hits 462 DMG (SA) aprox. remaining ki gauges: 6.25 starting form: base -P+G, F+K,K,K,F+K*_G, P+K+G, F+P,P,P,P,P pursue always possible requires SS skill 12 hits 584 DMG (SA) aprox. remaining ki gauges: 6.9 starting form: base ending form: SS -F+K,K,K,F+K*_G, B+P+K, F*(1 sec), K,K,B+K*_G, P+K+G, F*(1 sec), F+K,P,P,P,E pursue possible if in the air requires SS, SS2 and Galick Gun skills 14 hits 797 DMG (SA) (KNG) aprox. remaining ki gauges: 5.8 starting form: base ending form: SS2 -P+G, F+K,K,K,F+K*_G, P+K+G, F+K,K,K,F+K*_G, P+K+G, F+K,K,K,F+K*_G, P+K+G, F+K,P,P,P,E pursue possible if in the air requires SS, SS2, SS4 and Galick Gun skills 22 hits 1449 DMG (SA) (KNG) aprox. remaining ki gauges: 6.0 starting form: base ending form: SS4 -F+P,P,P,K, F+K,K,K,F+K*_G, P+K+G, F+K,K,K,F+K*_G, P+K+E+G, F*(1 sec), P,P,P,P,E pursue possible if in the air requires SS, SS2, SS4 and Galick Gun skills 20 hits 1214 DMG (SA) (KNG) aprox. remaining ki gauges: 6.0 starting form: base ending form: SS4 -F+P,K,K*_G, B+K,K*_G, P+K+G, F,F, F+K,K,K,F+K*_U+G, P,P,K,K,K, P+K+G, F+P,K,K*_G, P+K+G, P,P,P,P,E pursue possible if in the air requires SS, SS2, SS4 and Galick Gun skills 25 hits 1412 DMG (SA) (KNG) aprox. remaining ki gauges: 6.0 starting form: base ending form: SS4 -F+P,K,K*_G, K,K,B+K*_G, B+K,K*_G, F+K,K,K,F+K*_G, P+K+E+G, P+K+G, P+K+E+G requires SS, SS2 and Big Bang Attack skills >If Big Bang is unsuccessfull: 15 hits 1169 DMG >If Big Bang is successfull: 15 hits 1742 DMG aprox. remaining ki gauges: 1.15 starting form: base ending form: SS2 -F+P,K,K*_G, B+K,K*_G, K,K,B+K*_G, F+K,P,P,P,E pursue always possible requires SS and Galick Gun skills 13 hits 805 DMG (SA) (KNG) aprox. remaining ki gauges: 5.9 starting form: SS ending form: SS -F+P,K,K*_G, F+K,K,K,F+K*_G, B+K,K*_G, K,K,B+K*_G, P+K+E+G requires you start in SS in hyper mode and with at least 5.0 ki gauges requires SS and Big Bang Attack skills >If Big Bang is unsuccessful: 14 hits 1188 DMG >If Big Bang is successful: 14 hits 1736 DMG aprox. remaining ki gauges: 0.0 (if you begin with 5.0) starting form: SS ending form: SS -F+K,K,K,F+,K*_U+G, P,P,K,K,K, P+K+G, F+P,F+K,P,E,E,E,E,F+E requires SS, SS2 and Final Impact skills 18 hits, 1204 DMG (Final Impact is evadable by rolling) aprox. remaining ki gauges: 4.8 starting form: SS ending form: SS2 -F+P,K,K*_G, K,K,B+K*_G, B+K,K*_G, F+K,K,K,F+K*_G, P+K+G, B+E,E,E,E,F+E requires SS, SS2, SS4 and Final Impact skills 18 hits 1068 DMG aprox. remaining ki gauges: 6.5 starting form: SS2 ending form: SS4 -F+K,K,K,F+K*_G, B+K,K*_G, K,K,B+K*_G, F+P,K,K*_G, P+K+G, F+E pursue possible if in the air requires SS, SS2, SS4 and Galick Gun skills 14 hits 1150 DMG (SA) (KNG) aprox. remaining ki gauges: 6.0 starting form: SS2 ending form: SS4 -P+G, F+K,K,K,F+K*_G, P,P,P,P,E pursue possible if in the air requires SS, SS2, SS4 and Galick Gun skills 11 hits 1294 DMG (SA) (KNG) aprox. remaining ki gauges: 6.0 starting form: SS4 ending form: SS4 -F+P,K,K*_G, B+K,K*_G, K,K,B+K*_G, F+K,K,K,F+K*_G, P,P,P,P,E pursue possible if in the air requires SS, SS2, SS4 and Galick Gun skills 17 hits 1380 DMG (SA) (KNG) aprox. remaining ki gauges: 6.0 starting form: SS4 ending form: SS4 -K,K,B+K*_G, F+P,K,K*_G, B+K,K*_G, F+K,P,P,P,E pursue always possible requires SS, SS2, SS4 and Galick Gun skills 13 hits 1271 DMG (SA) aprox. remaining ki gauges: 6.0 starting form: SS4 ending form: SS4 -F+P,K,K*_G, B+K,K*_G, K,K,B+K*_G, F+K,K,K,F+K*_G, P+K+E+G, P+K+G, F*(1 sec) P,P,K,K,K, P,P,P,P,E requires SS, SS2, Galick Gun and Final Flash skills >If Dragon Rush ends at 1st stage: 23 hits 1007 DMG >If Dragon Rush ends at 2nd stage: 28 hits 1316 DMG >If Dragon Rush ends at 3rd stage: 37 hits 1694 DMG >If Dragon Rush ends with Final Flash: 38 hits 2728 DMG aprox. remaining ki gauges: 4.3 starting form: base ending form: SS2 [XXCAPXX] Suggested Capsule setups: My two favorites: 1 - SS 2 - SS2 3 - SS4 4 - Galick Gun 5 - Final Impact 6 - Big Bang Attack/Final Flash 7 - concentration This capsule setup gives you a pretty powerfull Vegeta transformation and move wise, and cuts your ki expediture for teleporting and evading in half with the concentration capsule. It's the setup I usually use against weaker opponents, mainly because I like to have a wide choice of moves. Also you can switch Big Bang Attack with Final Flash depending on what you prefer the most...but I always suggest using a P+K+E+G ultimate, instead of the dragon rush one, since it's really risky to depend on dragon rush. On the other hand you'll do more DMG with the dragon rush one...so it's up to you to decide. 1 - SS 2 - SS2 3 - SS4 4 - Galick Gun 5/6/7 - Meditation This setup gives you a REALLY powerfull Vegeta transformation wise, because you start the match by being able to turn SS at once, then levelling up to baseline is a breeze, and you can turn SS2, and from not even one more ki gauge you can already turn SS4 (all thanks to the meditation capsule) which means you'll almost surelly be able to turn SS4 right in the beginning of the match, which will give you a great advantage. Another GREAT advantage in using the meditation capsule is that your general ki expediture is basically cut by 1/3, which means that you'll only use 2/3 of the regular ki to perform any ki requiring actions. This is the setup I use against stronger opponents as it really gives you A LOT of freedom ki wise, and ki control is the key to victory :P. But on the other hand this Vegeta only has one death move and no Ultimate moves at all, which makes him less fun to play when compared to the previous one. Majin Vegeta: 1/2/3 - Babidi's Mind Control 4 - Galick Gun 5 - Concentration 6/7 - Tonkatsu (fried pork) bowl This setup is all about majin Vegeta. It gives you Galick Gun, so that you have a death move to fight until you become Majin. Then the concentration capsule cuts your ki consumption for teleporting and evading in half. And then once you become Majin vegeta you use your Tonkatsu bowl, to recover back to 3 life gauges so that you can use Majin Vegeta with no need to worry about getting beaten quickly. Super Sayan: 1 - SS 2 - Galick Gun 3 - Big Bang Attack/Final Flash 4 - Concentration 5/6/7 - Meditation This setup is exactly all about SS..as soon as you begin the battle you can turn SS, and there's no need to use another slot for SS2, because it only gives a 5% increase in attack. From there you have a HUGE advantage in ki usage: since meditation cuts any ki usage by 1/3, and concentration cuts teleporting and evading by 1/2, you'll use 2/3 of the regular ki for attacks and pursuing, and 2/6 of the regular ki for evading and teleporting :). And you still have Galick Gun (Vegeta's main Death move) and Big Bang Attack, which are both done using much less ki than normal (Big Bang Attack only uses 3.3 ki gauges and Galick Gun uses 2/3 of a ki gauge). Also with this much ki consumption cut you probably won't have ANY trouble at all keeping your SS state. Also you can switch Big Bang Attack with Final Flash depending on what you prefer the most...but I always suggest using a P+K+E+G ultimate, instead of the dragon rush one, since it's really risky to depend on dragon rush. On the other hand you'll do more DMG with the dragon rush one...so it's up to you to decide. [XXDRAXX] Dragon Universe: Vegeta's DU is one of the biggest ones, along with goku's. He participates in all of the sagas, from the saiyan to the buu saga. This section will cover the extra detours, or routes you can take with Vegeta, not following the original storyline (These detours are extra red dots that appear on the map). The first time you go through DU with a character you will forcefully have to go along with the original storyline, but from the second time on you have certain detours you can take, that change the course of the story, and some even bring you different endings, and most bring different fights. I'll also list events that grant you experience points, or that change the course of the story, but aren't shown on the map, or extra events that go into detail about story facts, which you aren't forced to go to, in order to proceed with the story (these events are shown on screen by a flashing point, unless they take place in a city or building; if you enter search mode (R1) the events will have an aura, and will be detectable). SAIYAN SAGA: >EXTRA DETOURS: None >LEVELLING UP EVENTS: None >STORY ALTERING EVENTS: None >STORY EVENTS: ~~Right before you advance to the first red dot: ->Plains: Located a little southwest from the saiyan spaceship that's in the northeastern part of the map, this event shows Vegeta searching for high battle powers, and becoming aware that earthlings are weak. ->East city: Located a little south from the last event, this one shows Vegeta destroying the city (fireworks huh...-_-'). ->Plains: Located northwest from the center of the map (one section north, and a little to the west). In this event Vegeta warms up against a hopeless saibamen. ->Korin's Tower: Located all to the west of the center of the map, at Korin's tower, this event shows Nappa going to the top of the tower, and stating that it'll make a good watching point for the fireworks. ->Kame House: Located all to the southeast, near the islands, at the Kame House. In this one Vegeta first encounters Bulma. NAMEK SAGA: >EXTRA DETOURS: ~~after you beat Frieza for the first time, in his first form: ->Planet Namek: Located a little East from the original story red dot, this one shows Vegeta losing sight of Frieza, and Cooler appearing to take his place in battle. From here on this saga ends with a fight with Cooler instead of Frieza. >LEVELLING UP EVENTS: None >STORY ALTERING EVENTS: None >STORY EVENTS: ~~right before you advance to the first red dot: ->Planet Namek: Located in the center of the map. In this event Vegeta finds Gohan and Krillin, but is interrupted by Zarbon, and proceeds to defeat him. ->Planet Namek: Located northwest of the center of the map (almost one section northwest), this one shows Vegeta killing Dodoria. ->Planet Namek: Located northeast of the center of the map, at a Namek village (almost one section north, and a litte to the east), this event shows Vegeta destroying a namek village. ANDROIDS SAGA: >EXTRA DETOURS: None >LEVELLING UP EVENTS: ~~after the fight with #17 and #18: ->Kami's Lookout: Located almost two sections West from the center of the map, in this event Vegeta and Trunks go into the hiperbolic time chamber to train. You'll go up 2 levels. >STORY ALTERING EVENTS: None >STORY EVENTS: ~~right before you advance to the first red dot: ->Goku's House: Located southeast of the center of the map (one section east and a little to the south). In this event Vegeta goes to Goku's house and has a little monologue where he notices that Kakarot's heart condition is stabilized, and that once he's dealt with the androids they have unfinished matters. ->West City: Located Northeast of the center of the map (a little North and almost one section East). In this event we watch as Bulma ashows that she's been noticing Vegeta training his Final Flash technique (lolol I can imagine Vegeta's laughter.."HAAAAAAAAA! HA! HA! HA! HA!!" >_>) ->Mountains: Located one section north from the center of the map, this one shows Trunks trying to convince his father not to rush things with the androids, and to wait for Goku to fight them (here we see how future Trunks really doesn't know anything about Vegeta's personality lol :P) ->Plains: Located almost one section West from the previous one, this one here shows Vegeta witnessing Launch's split personality problem..and stating that he hopes Bulma doesn't change like that too ;). ->Kame House: Located in the Kame House this event shows Vegeta encountering Bulma, who has a cold, and freightens Vegeta by going to sneeze, and he flys away. ->Desert: Located a little more than one section Southwest from the center of the map. In this event Vegeta encounters Tien, who says he has a lot to say to Vegeta, but it wasn't the right time, so he and Chiaotzu leave. ->Korin's Tower: Located at Korin's tower this event shows Vegeta being pushy to Korin and demanding some Senzu beans. ~~after the fight with #17 and #18: ->Mountains: Located Southwest from the center of the map (one section South and little to the West), in this event we see a dialogue between Vegeta and his son, where Trunks warns Vegeta not to get careless during the fight with Cell. ->Plains: Located a little West of the original story red dot, this event shows Bulma finding out from Vegeta that a pure Saiyan's hair doesn't change size from the moment he is born. ~~after the first fight with Cell: ->Forest: Located a little West from the original story red dot, in this event we see Vegeta's pride in action, as he states that he'll obliterate Cell even if he achieves his perfect from. (AUTO) BUU SAGA: >EXTRA DETOURS: None >LEVELLING UP EVENTS: None >STORY ALTERING EVENTS: ~~right before you advance to the first red dot: ->Plains: Located Southeast from the center of the map (one section East and a little to the South), near Goku's House, this event shows Gohan trying to stop Vegeta from fighting Goku, and it leads to a fight with him instead of the usual fight with Goku. ->Mountains: Located Northeast from the center of the map (almost two sections North and almost one section East), this event shows Piccolo trying to bring reason to Vegeta's mind, and it leads to a fight with him instead of the usual fight with Goku. ~~after the fight with Majin Buu: ->Muscle Tower: Located basically in the middle of the snow continent. In this event Vegeta encounters Kibitoshin, who asks him if he senses the same strange power as he does, and warns him to be careful. It leads later on to a fight with Brolly instead of Kid Buu, and allows you to continue the story after Buu's defeated, to fight with Gotenks. ~~before the fight with Brolly: ->Plains: Located in one of those little islands near the Kame house, Northeast from the center of the map (about one section), in this event we see a monologue where Vegeta states that he WILL defeat Goku, and so Goku has to deal with Buu, and King Kai relays it to Goku, who tells Vegeta not to worry with Buu :P. This event leads to a fight with SS4 Goku, instead of the fight with Gotenks. (AUTO) >STORY EVENTS: ~~right before you advance to the first red dot: ->Forest: Located northwest from the center of the map (almost two sections west and a little to the north), in this event we see Vegeta talking to the supreme Kai as he warns Vegeta not to fight Goku or Majin Buu will absorb their energy and awaken. ->West City: Located almost one section East from the previous event, at West City,this one shows Vegeta refusing to follow Babidi's orders to destroy Bulma's house. ->World Tournament: Located one section and a half south from the center of the map, at the world tournament, this event shows Vegeta destroying the tournament building in order to make Goku fight him. ~~after the fight with Goku, Gohan or Piccolo: ->Mountains: Located Southeast from the center of the map (one section South and half a section East), this event shows Vegeta remembering the place where he first fought Kakarot. ->Central City: Located Northeast from the center of the map (half a section North and a little East), this event shows Vegeta remembering how he Bulma and Trunks once came to this city to shop, and noticing that he seems to be remembering a lot of the past. ~~after the fight with Majin Buu: ->Forest: Located a little Northwest from the center of the map, on an island. In this event Vegeta finds Tien lying on the ground, and decides to take the capsule he's holding. ->West City: Located in West City, this event shows Vegeta wandering into his home, empty, and finding a locket Bulma used to wear, with a picture of him and Trunks, and another picture of...that one time (^_^') inside it. ->Plains: Located one section Northeast from the center of the map, this event shows hercule, or Mr. Satan, trying to act all brave away from Buu, when he hears Vegeta coming close and asks for forgivness from Buu (-_-)...Vegeta wonders what the heck he was doin'... :P ~~before the fight with Brolly: ->Baba's Palace: Located Southwest from the center of the map (one section South and one and a half section West), in this event Vegeta encounters Baba who gives him something something she forgot to given him when she brought him from the Otherworld. ~~before the fight with Gotenks: ->Goku's House: Located at Goku's House, this event shows a dialogue between Vegeta and Goku about the invitation to the fight with their children. ~~before the fight with SS4 Goku: ->Plains: Located Southwest from the center of the map (almost one section south and one section and a half west). In this event Vegeta encounters Bulma who tells him of SS4, and tells him to stop by at home later on. ->West City: Located in West City, in this event Bulma gives Vegeta the miniature Blutz wave emitter that will allow him to become SS4. [XXLEVXX] Levelling up Basics: In Dragon Universe and Dragon Arena modes you gain experience points for battles you win, and in certain events in DU. These experience points are used to develop you character's statistics. Each Level you go up grants you a Z point, which you can use to increase one level for a statistic. The amount of experience you need to level up will increase as your character's level increases, and the amount of experience you receive from battles won will increase as the difficulty level increases. You can go up to level 99, which means you'll get a max of 99 Z points; there are 7 statistics, and each can go up to level 20, which means you'd need 140 Z points to max out a character's statistics. So you'll have to choose well what you want to level up, because YOU WON'T BE ABLE TO GET ALL THE STATISTICS TO LEVEL 20! Here is the explanation of each statistic: >HEALTH: As you increase this statistic the amount of health your character has will also increase. Your character has 3000 HP at level 0 of this statistic, and each level you increase will give you about 200 HP, to a max of 4000 extra HP (which means you'll have 7 life gauges total) at level 20. >KI: As you increase this statistic the amount of ki your character uses to perform ki requiring actions will decrease. With ki at level 20 you'll have a 1/3 cut in ki usage, meaning you only use 2/3 of the ki you use at level 0. >ATTACK: This statistic increases the amount of DMG all of your attacks deal to the opponent. Each level you go up increases by 5% the DMG you deal, to a max of 100% extra DMG, at level 20, meaning you'll do double DMG at level 20. >GUARD: As you increase this one the amount of health you lose from the attacks that your opponent hits you with will decrease. Each level you go up increases by 5% you defense, to a max of 100% extra defense at level 20, which mean the amount of DMG you take from your opponents attacks will go down 2.5% each level, to a max of 50% cut in DMG, meaning if you're at level 20 in this statistic you'll only lose half the HP you'd lose if you were at level 0. >ARTS: This one increases the amount of DMG your death moves and ultimate moves deal to the opponent, regardless if you have attack levelled up or not. Each level you increase gives you a 2.5% increase in DMG, to a total of 50% max at level 20. This means you can raise attack to max to have a 100% increase in DMG, and still increase arts to max to have more 50% increase in DMG for death moves and ultimate moves! >ABILITY: As you increase this statistic the effectiveness of the item capsules you use will increase. For example, if you intend to equip and use the Tonkatsu bowl, for each level you increase of this statistic the amount of HP you recover by using the item will go up by 30; so if you have Ability at level 0 the item will give you 2000 HP, but if you have it at level 1 the item will give you 2030 HP, and so on. This applies to all kinds of item skills, meaning that support skills will also be included. >COM: This statistic measures how well the computer controls your character in Dragon Arena mode, so you'll only need to increase this one if you intend to have someone fight your characters by giving him your password, or if you intend to fight him yourself in the same manner. The higher the level of this statistic the better the CPU controls your character. Dragon Arena: My Vegeta is finally at level 99. Here are the passwords for each of the suggested setups: 1st - m*+&rp aWHvWQ T&FISP z*(JBp IMrWRI (ijmgC 2nd - HtYFQQ ZokIFe TP!W@y ?dksmG vcT%kn PSw?T* 3rd - $OwWdX X!@wuP FF!+qN xtyQ+U pYmWi$ hmmAcc 4th - EsY%ws QW?M@o (*CT+t ZsgYIv (fD+XI %JMia) Closing Comments: Vegeta is my personal favorite character in the saga, and also in this game, with Piccolo really close behind him. He's a great character, both gameplay wise and story wise, who deserves a lot of attention :P. I hope this FAQ proves helpfull and/or fun to those who read it, and it sure helped me improve my gameplay by writting it, and I had a lot of fun :P. I'd like to thank Dimps for creating the first REALLY GOOD DBZ GAME, and this time around IMO they couldn't have made much better :) ------ UPDATES: Version 2.0: -corrected and updated some mistakes and missing details and changed the passwords for my vegeta for the actual level. -added the juggles and custom combos sections. -updated the passes again. -updated the suggested custom combos and juggles section. -added the levelling up introduction. -added Vegeta's Fusions. -Corrected and updated some more mistakes and final touches, and updated the passes for lvl 99. -added the contents section for easier interface. -added the vulnerability property to the moves. --End of updates, final version (2.0) released. ------ For any questions regarding the FAQ contact me at Skryba@hotmail.com Copyright protection: This FAQ may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Copyright 2004 Emanuel Silva - Skryba The following sites have my permission to post this FAQ : www.gamefaqs.com www.neoseeker.com www.gamerhelp.com www.atari.com.au www.1up.com