FAQ: Great Saiyaman Strategy Guide. Game: DBZ Budokai System: PS2 Version: 1.01 Copyright: 2003 Jacob Lindy This may 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. TABLE OF CONTENTS I Version History II Introduction III Great Saiyaman, Defender of Justice IV Command V Capsule List 5.1 Ability 5.2 Physical 5.3 Support VI Capsule Suggestions 6.1 Defensive 6.2 Offensive 6.3 Balanced VII Combos 7.1 Juggle starters 7.2 Ground Combos VIII Saiyaman in Battle 8.1 vs. Saiyaman 8.2 Using Saiyaman IX Thanks X End I VERSION HISTORY 1.00-first creation 1.01-embarrassing error fixing, and how to get Saiyaman in section 3 II INTRODUCTION This guide will explain the basics of how to use Saiyaman. It will give move analysis and advanced combos both for style and getting the job done. It is my goal, that by the end of the guide, the reader (you) will have a complete understanding of how Frieza should be played. If you have any questions, criticism, or ideas I could add to make this guide easier and better you can e- mail me, my e-mail is longshot0086@aol.com. Just make sure you title your e- mail SAIYAMAN. Otherwise I delete e-mails from unknown people. III GREAT SAIYAMAN DEFENDER OF JUSTICE. The Great Saiyaman is Gohan as a teenager in high school. He is like a typical super hero, wants to help people with special powers/equipment and creates a ridiculous outfit to do so; keeping his true identity a secret. So he runs around cities saving people in his outfit and bringing bad guys to justice. Initially he wears a helmet, but eliminates it for the World Martial Arts Tournament, because armor is not allowed. After saving people, he does foolish trademark dances and poses which have become his calling card. In Budokai Saiyaman is a very fun character. He has no transformations and no arena destroying ultimate move. He has two ground combo setups and plenty of juggles. His moves are pretty fast and have decent priority with very little lag. He has almost no support capsules, and sacrifices all his saiyan related capsules. Another disadvantage is his sidestep, he does a slow summersault. But even he knows it would look stupid to do a summersault in the air, so in stead he teleports like Frieza, which is a plus. Whether it is for fun, or for finesse you might want to look into using Saiyaman. Saiyaman is the last character you can get. To properly get him, and avoid any form of error or mishap, first beat all forms of story mode, then beat advanced tournament mode. This will get him, to pick him select Gohan and move to Great Saiyaman. I include this because I have received several e-mails only worrying about this, cutting corners and using cheats has been known to make it so you do not receive him. If you use gameshark or do your own thing, then tough luck because I do not know how to solve that because when it comes to video games I do not cheat. If you know how to solve such predicaments do not bother e-mailing me because I do not support cheating, especially in such an amateur friendly game. IV COMMAND There doesn't seem to be any set command standards so I'll post what mine mean. P = punch K = kick G = guard E = energy F = forward B = back U = up D = down + = simultaneously , = in sequence []= follow specified action ()= note V CAPSULE LIST 5.1) Ability Capsules Justice Punch-1 ki gauge, somewhat difficult to connect. In this move, Saiyaman does an uppercut; jumps up and a downward charging punch. It is his basic death move, does not combo well alone but goes very well at the end of a juggle. Justice Kick-1 Ki gauge, very easy to connect. Doing this move, he will kick and then do a drill kick forward. It is GODLY for chipping because if they block then his drill kick will send him a safe distance away. Unfortunately, juggling into it is very awkward. 5.2) Physical Capsules Justice Finisher-1 Ki gauge, not too hard to connect. Useless move. Justice Flash-2 ki gauge. Repeated ki blast, can not be combod into but can charge e. Very useful. Justice Dynamite- 0 ki, the throw. Not bad leaves opponent on ground very close to Saiyaman. A good throw. Justice Carnival-3 ki gauges, can have problems connecting. Can be juggled into with good timing, and can be charged to be unblockable. 5.3) Support Capsules I'm only going to list the useful ones, some aren't worth it. (1/3) Senzu Bean-Restorative capsule. Dr. Gero's Deflect Back R&D-If you have extra space and your not good at blocking energy this can solve your problem, it will make sure the ki blast is shot back as long as you are blocking. No worrying about timing now, but you can still be hit by energy if you are not blocking. Viral Heart Disease-Does the work for you, good if you chip at em, and may be extra useful since Saiyaman has so few capsules. Vaccine-Cures the disease for you only, if you use one use the other. Super Holy Water-Without any armors, this and the beans becomes the only usable choice. Potential-After thirty seconds this is the equivalent of 4 transformations for the price of two without energy drain. If you have the room this is a MUST have. Super Kami Water-30% attack power but life drain. Use this if you think the 30% make you do more damage than it deals to you. I like to take my time. Dr. Gero Perpetual R&D-Infinite ki without a downside. A great choice. Serious!/!!/!!!-Not very good, but Saiyaman does not have many options. Breakthrough-Always a possibility offering 11 capsules for the price of 7. For Saiyaman, I suggest shying away from this. There are others, but do not use them. VI CAPSULE SUGGESTIONS These are just suggestions. These are the styles that I have found to be the most effective. It does not mean I like all the styles it does not mean I use them all. But these will get the job done; I separated them into groups based playing styles. You have to know how you play and then you should be able to choose a set up. If you want tweak my ideas one way or another, if I missed something completely e-mail me and I may post it. 6.1) Defensive A) Senzu bean Super holy Water Deflect back R&D Justice kick Justice dynamite Extra life, extra defense, and easy ki blocking. The moves do not leave you open so that's a plus as well. B) Senzu bean Viral heart disease Vaccine Justice kick Dodge a lot of stuff. So it's much better to be in the air with this set up. Teleport a lot, and if they come near you do a justice kick and end up far away. 6.2) Offensive A) Potential Super kami water Serious!! Justice carnival Justice carnival Just about the highest that Saiyaman can get damage wise. Avoid getting hit a lot since you have super kami water on, and pummel them when you hit them. Should be easy to kill them in two hits. B) Potential Viral heart disease Vaccine Justice carnival Justice dynamite Just keep the opponent on the defensive or in the air with juggles and finish them off after the disease has run its affect. 6.3) Balanced A) Potential Super holy water Super kami water 1/3 senzu bean Serious! Justice punch Do a lot of poking. Everything balances out; good extra damage and defense. Justice Punch is a very good way of closing distance. Because of his path a justice punch and normal px4 combo at the same time from afar, justice punch will dodge then strike. But it is possible for them to kick you in justice punch since it does not have the best priority. B) Potential Deflect Back R&D Perpetual energy R&D Justice flash It has come to my attention that a normal ki wave can beat out a kick at mid range. If you are trigger happy, use this to continually shoot ki blasts keeping them grounded. They will either shoot one back, using energy or enter a "tennis" match that they cannot win. For close range though, use lots of charged justice flashes. VII COMBOS There are two main ways of doing combos. The first is by doing a juggle then follow with a basic combo ending in either something to knock them away or ability. The second way is a ground combo. I am not referring to the basic combos, which practically do themselves. Some combos end with a move that lets you hold it to charge. One of these, is a double ax kick. Frieza raises his leg in crescent, charges up, then swings down in a similar crescent. You can stop the charge at any time by pushing guard. With this kick you will kick start to charge then stop instantly. You will be able to attack them again before they can recover. So the double axe kick is used for basic ground combos. Saiyaman has decent juggle potential because of his speed but also look into ground combos. 7.1) Juggle Starters b+p+k b+p,p b+p,b+k f+k,p,p,p ***f+p,p,p,k*** combos into itself(infinite) but damage reduces as combo continues. These are the most reliable juggle starters that I saw. If I am missing one please tell me and I'll update it. How you end the juggle is entirely up to you. But the longer a juggle combo is, the less damage the later attacks do, so longer does not equal better, the combo WILL eventually do 0 damage. Moves like justice carnival restart the combo meter when it connects so that is good. 7.2) Ground Combos. I won't list them all but I will list some. He has two starters either can be used to start a ground combo. B+k,k[hold](A),k,b+k[hold](B) A) Easy combos A/B,g,(any move but px4 justice punch) A/B,g,p,p,k,k,k A/B,g,f+p,p,p,k,(juggle) A/B,g,b+p+k(repeat as much as you can) B) Intermediate combos A/B,g+d/u,f+p,p,p,p,e(any move) C) Advanced combos A/B,g+d/u,A,g,[pause],B,g[pause],... There is no real point listing all the combination of moves because there is just so many variations the best advanced way is probably ground combo, dodge, round combo, juggle starter, finisher. VIII SAIYAMAN IN BATTLE The Great Saiyaman is somewhat a master of finesse. His combos are not really special in any way, but when doing them you can get some stares of astonishment. I would not however, count on him being my tournament choice. 8.1) Vs. Saiyaman He should not be too hard of an opponent. He can make some big combos, and can do ground combos. But he does not have an ultimate move, and misses out on a lot of support capsules. So the hardest part of fighting him will probably be against justice kick and punch. As strange as these moves are, they are great ways of closing the distance, you could side step or try to get in front of where he will land, but do not try to rely on a ki wave. 8.2) Using Saiyaman The characters of this game can sort of be grouped into certain categories. Some of them fall into more then one category. It all depends on the capsule set up. Big Guys- these guys will hit you from farther then you can hit them. The easiest way to solve this is justice kick or punch, and their added height only makes them easier targets. Do what you can to outprioritize them because a trade off is to their advantage since you have less power ups. If you use a charge move use justice flash because that is harder to be knocked out of charging than carnival. A pretty easy opponent. Powerhouses- The best way to win this is with ability and physical capsules, since support capsules help them more. Do not get caught up in trading hits, make yours count. A difficult opponent. Little people- If you utilize teleport well this fight can go well. Some juggling will be unusable but many will still work. His ground combos are also still in tact. Just don't try justice punch because your hit range is cut in half. Also justice kick will be harder to do. An average opponent. Speed demons- These guys are the bane of Saiyaman's existence. He just does not have what is needed to win, and whiffed moves end up in too much pain. Try to chip a lot because that will make it so he cannot block, and will take risks. Risks lead to opportunities, opportunities lead to punishment, punishment leads to victories. One of toughest opponents. One hit wonders- Usually these guys can easily be succumbed by continual beating. Saiyaman needs to use more on taunting them. That means try and end combos with something that knocks them far. Otherwise they will gain their needed energy and pummel you down and quickly. Without armors, do not think Saiyaman can make a mistake. Tough opponent. Pokers- these guys are not bad. You can avoid giving them the opportunity, and they will have trouble stopping you mid move. Just use your ability capsules, and should not be anything to fear. A somewhat easy opponent. IX THANKS First and foremost, I would like to thank Gamefaqs for hosting my guide. I would also like to give credit to where it is due. The people of Prima, for making their guide. X END That is pretty much everything. So now I'll just regurgitate the important info if you wish to contact me. My e-mail is www.longshot0086@aol.com I do not check it daily but do frequently enough. If you e-mail me make sure you title it SAIYAMAN. If you wish to contact me on Gamefaqs my account is bothersome. I'm at the Budokai message board daily. If you wish for this FAQ to be posted on your web site then feel free to contact me. If you e-mail me to offer an opinion, support your opinion, I don't want to read hundreds of e-mails saying I suck, but I do want to know why I suck. Or, if you feel I should add a whole new section then tell me. And finally, I thank you for your time and hope this guide made you the best Saiyaman player in your area.