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    Vegeta by Skryba

    Updated: 02/12/03 | Search Guide | Bookmark Guide

    Dragon Ball Z Budokai
    
    VEGETA: THE SAYAN PRINCE
    
    Vegeta is the prince of the sayans. His father, the king of Planet Vegeta was
    obliterated by Frieza along with the entire planet, and most of the sayans,
    leaving Vegeta, Nappa, Raditz and Goku the only survivors of the Sayan race.
    Vegeta is a very arrogant and selfish person, and almost never shows his
    afection for anyone. His first entrance in DBZ is in the sayan saga, two years
    after Raditz's death at the hands of Piccolo and Goku. He is the second
    strongest fighter in DBZ, right after Goku. Goku is his sworn rival, and enemy
    up 'till the end of the series, which is when he realises that Goku is his best
    and only true friend.
    In DBZ Budokai Vegeta is also one of the best characters, he has quick and also
    strong moves, and a lot of good combos. He is one of the only three characters
    in the game(along with Goku and Piccolo) who have two ultimate moves. Both his
    Big Bang Attack and Final Flash are deadly, and also very easy to perform. Once
    powered to max both moves take more than one life bar. The only downside to
    Vegeta is that he doesn't have as good a reach as Goku or Cell, 'cause he's a
    little short on height and arms/legs.
    
    KEY:
    
    F - forward
    B - back
    P - punch
    K - kick
    E - ki
    G - guard
    DASHING - ff hold (away from enemy)
    DASH FLYING - ff hold while flying (away from enemy)
    HOLD - keep holding the button mentioned right before this until the move comes
    out, this way the enemy will NOT be able to defend against the attack, and he
    can only stop you if he hits you with a powerfull move or a combo of at least
    two hits.
    note: by guarding right after the move begins to hold, WITHOUT letting go of
    the action button(p/k/p+k) you can cancel the move and change to another
    attack. Thanx to MajinVegeta7482 for reminding me of posting this in the FAQ.
    GUARD BREAK - this means the move to which it refers causes the enemy to be
    stunned for about 1.5 sec. leaving him/her open to any combo or attack during
    that time, if they block the move.
    THROW - this type of attacks can't be blocked, it can be evaded, but I'm not
    sure how you do it(it's probably by pressing p+g at the same time as the person
    who does the move). However, the move will only connect if you're really close
    to the opponent, and if he/her is not doing any attack(basically you have to
    catch him/her off guard).
    JUGGLE - a combination of moves which can not be avoided, envolving keeping the
    opponent in the air while attacking him/her.
    DMG - damage
    ELEVATE - sends the opponent up and he begins to fly. This is the only way to
    fly in the game, you can then meet him just by going near him. Both characters
    will gradually descend, or you can simply throw him down with a powerful
    downwards attack.
    
    MOVES LIST:
    
    COMBOS:
    
    
    
    PPPP (4 hit combo, 258 dmg in normal sayan, 283 dmg in super sayan and 310 dmg
    in super vegeta)- four strait punches. leaves you wide open to damage, NEVER do
    unless you intend to finish with galick cannon !
    
    PK (2 hit combo, 153 dmg in normal sayan, 169 dmg in super sayan and 184 dmg in
    super vegeta)- strait punch followed by a powerful roundhouse kick. good to
    throw enemies of ring in tournament mode, and generally good to gain some
    distance from the enemy.
    
    PPKKK (6 hit combo, 396 dmg in normal sayan, 435 dmg in super sayan and 475 dmg
    in super vegeta)- two strait punches followed by two roundhouse kicks and a
    double roundhouse kick which elevates the opponent. good to switch with final
    flash and send the opponent of ring.
    
    KKKK (5 hit combo, 357 dmg in normal sayan, 392 dmg in super sayan and 428 dmg
    in super vegeta)- three side kicks(head, stomach and legs) followed by a double
    roundhouse. basic kick combo, and generally good.
    
    F+PPPPP (HOLD)(4 hit combo and a last hit, 266 and 100 dmg in normal sayan, 292
    and 110 dmg in super sayan and 319 and 120 dmg in super vegeta)- four strait
    punches ending in an upwards double hand smash which elevates the enemy and can
    be delayed(hold). good combo to trick your enemy with the delay, and also to
    switch with meteor flash.
    
    F+PPPPP (while flying)(4 hit combo and a last hit, 266 and 90 dmg in normal
    sayan, 292 and 99 dmg in super sayan and 319 and 108 dmg in super vegeta)- four
    strait punches ending in an open hand powerful smash. good to get some distance
    and to ring outs, and also to switch with meteor flash.
    
    F+PKK (3 hit combo, 230 dmg in normal sayan, 252 dmg in super sayan and 276 dmg
    in super vegeta)- a strait punch followed by a leg sweep and then a powerful
    strait jumping kick which elevates the opponent. quick combo good for a lot of
    situations, such as elevating the opponent, or doing a ring out or making some
    distance.
    
    F+PPPKK (HOLD)(6 hit combo, 396 dmg in normal sayan, 435 dmg in super sayan and
    475 dmg in super vegeta)- three punches followed by a double jumping kick and
    then a powerful strait one. Good to alter with Big Bang attack and to make some
    damage while also gaining distance and tricking the enemy (HOLD).
    
    F+KKKKK (5 hit combo, 371 dmg in normal sayan, 407 dmg in super sayan and 446
    dmg in super vegeta)- a quick knee attack followed by two side kicks(stomach
    and legs) and then two roundhouse kicks. good to alternate with meteor break
    and also a good all round kick combo.
    
    F+KPPP (HOLD)(4 hit combo, 299 dmg in normal sayan, 328 dmg in super sayan and
    359 dmg in super vegeta)- a quick knee attack followed by three uppercuts.
    Specially good to trick the enemy with the last uppercut(HOLD), leaving him
    open to a dash kick. Also good to end with galick cannon.
    
    B+PP (no combo, 80 dmg each in normal sayan, 88 dmg each in super sayan and 96
    dmg each in super vegeta)- a rotating back punch followed by an uppercut. good
    for powerful juggles.
    
    B+PK (no combo, 80 and 100 dmg in normal sayan, 88 and 110 dmg in super sayan
    and 96 and 120 dmg in super vegeta)- a rotating back punch followed by a
    jumping roundhouse kick. not a great move, just do it if you want to look good,
    'cause it's a cool move. otherwise it's good for ring outs and getting
    distance, but it's too slow.
    
    PF+PPP (HOLD)(4 hit combo, 287 dmg in normal sayan, 315 dmg in super sayan and
    345 dmg in super vegeta)- a strait punch followed by a downwards hook punch, an
    uppercut and finally a powerful strait punch. good to swith with galick cannon
    and to trick the opponent by holding the last punch.
    
    PPPF+P (3 hit combo and a last hit, 203 and 90 dmg in normal sayan, 223 and 99
    dmg in super sayan and 244 and 108 dmg in super vegeta)- three strait punches
    ending in an open hand powerful smash. good to alternate with galick cannon and
    to get ring outs, although a little slow.
    
    PPKF+K (5 hit combo, 347 dmg in normal sayan, 381 dmg in super sayan and 415
    dmg in super vegeta)- two strait punches followed by a rotating kick and
    finally a double jumping kick which elevates the opponent. good to switch with
    final flash and to get ring outs and distance.
    
    B+PB+P (HOLD)(no combo, 80 damage each in normal sayan, 88 dmg each in super
    sayan and 96 dmg each in super vegeta)- a rotating back punch ending in a
    donwards powerful elbow attack. good to get ring outs and trick the opponent
    (HOLD).
    
    B+PF+P (no combo, 80 dmg each in normal sayan, 88 dmg each in super sayan and
    96 dmg each in super vegeta)- a rotating back punch ending in a powerful elbow
    smash. good to get ring outs and gain distance.
    
    B+PB+K (no combo, 80 and 95 dmg in normal sayan, 88 and 104 dmg in super sayan
    and 96 and 114 dmg in super vegeta)- a rotating back punch ending in a jumping
    knee attack. good to get in powerfull juggles or to end with any dash attack to
    get ring outs.
    
    B+PF+K (no combo, 80 and 85 dmg in normal sayan, 88 and 93 dmg in super sayan
    and 96 and 102 dmg in super vegeta)- a rotating back punch ending in a leg
    sweep. specially good to get your opponent out of their transformations, since
    he can not perform a quick get up after the leg sweep.
    
    KB+K (HOLD)(3 hit combo, 231 dmg in normal sayan, 254 dmg in super sayan and
    277 dmg in super vegeta)- a side kick to the head ending in a downwards axe
    kick. good to trick the opponent (HOLD) and get them out of their
    transformations.
    
    KF+K (2 hit combo, 163 dmg in normal sayan, 180 dmg in super sayan and 196 dmg
    in super vegeta)- a side kick to the head followed by a powerfull inverse
    roundhouse kick. good to get some distance and to perform ring outs.
    
    KKF+KK (4 hit combo, 306 dmg in normal sayan, 336 dmg in super sayan and 367
    dmg in super vegeta)- two side kicks(head and stomach) followed by two
    roundhouse kicks. never do unless you intend to finish with final bash, 'cause
    it leaves you open to damage.
    
    KKB+K (3 hit combo, 235 dmg in normal sayan, 258 dmg in super sayan and 283 dmg
    in super vegeta)- two side kicks(head and stomach) ending in a jumping knee
    attack. good to get in powerful juggles or to end with a dash move to get ring
    outs or gain some distance.
    
    KKF+KF+KP (HOLD)(5 hit combo, 359 dmg in normal sayan, 393 dmg in super sayan
    and 430 dmg in super vegeta)- two side kicks(head and stomach) followed by an
    inverse rotating kick and a leg sweep, ending in an uppercut. good to trick
    your opponent (HOLD) and to get in good juggles or to end with a dash move to
    get ring outs.
    
    B+KK (HOLD)(3 hit combo, 236 dmg in normal sayan, 259 dmg in super sayan and
    283 dmg in super vegeta)- a downwards axe kick followed by another rising and
    then downwards axe kick. good to trick the enemy (HOLD), but a little too slow.
    good to alternate with B+KPP.
    
    B+KPP (HOLD)(3 hit combo, 232 dmg in normal sayan, 253 dmg in super sayan and
    278 dmg in super vegeta)- a downwards axe kick followed by two uppercuts which
    elevate the opponent. good to trick the enemy (HOLD), and to alternate with
    B+KK. also good to get in powerful juggles if you don't do the last uppercut.
    
    B+KB+K (2 hit combo, 173 dmg in normal sayan, 189 dmg in super sayan and 208
    dmg in super vegeta)- a downwards axe kick ending in a jumping knee attack.
    good for juggles, but too slow, also good to alternate with the two above
    combos.
    
    B+KF+K (2 hit combo, 173 dmg in normal sayan, 189 dmg in super sayan and 208
    dmg in super vegeta)- a downwards axe kick ending in a powerfull strait jumping
    kick. good to get ring outs or gain distance, but also too slow. otherwise,
    it's also good to switch with the three previous combos.
    
    JUGGLES:
    
    JUGGLE STARTERS:
    
    KKF+KF+KP
    KKB+K
    F+PPPK
    B+PP
    B+PB+K
    B+KB+K
    B+KP
    F+KPPP
    
    RECOMMENDED JUGGLE FINISHERS:
    
    Final Flash - for big dmg
    Galick Cannon - for every occasion
    dash moves - for ring outs and making distance
    
    NOTE:
    As for real juggles, it's really up to you. It's best if you make your own
    juggles up, based on these moves, or any other you may want. It's always better
    to have your own juggles instead of using someone else's.
    
    
    SPECIALS:
    
    P+K - upwards double hand smash (hold)(100 dmg in normal sayan, 110 dmg in
    super sayan and 120 dmg in super vegeta)
    
    F+P+K - forward explosive punch (hold)(95 dmg in normal vegeta, 104 dmg in suer
    sayan and 114 dmg in super vegeta)
    
    B+P+K - super uppercut (hold)(85 dmg in normal sayan, 93 dmg in super sayan and
    102 dmg in super vegeta)
    
    K+G - double roundhouse kick(2 hit combo, 173 dmg in normal sayan, 190 dmg in
    super sayan and 207 dmg in super vegeta)
    
    P+K (while flying) - forward double hand smash (hold)(100 dmg in normal sayan,
    110 dmg in super sayan and 120 dmg in super vegeta)
    
    P+K+E+G - cross arms tease(opponent loses one ki bar)
    
    FF / WHILE DASHING TOWARDS ENEMY+P - rotation punch (guard break)(90 dmg in
    normal sayan, 99 dmg in super sayan and 108 dmg in super vegeta)
    
    FF / WHILE DASHING TOWARDS ENEMY+K - flying kick (guard break)(90 dmg in normal
    sayan, 99 dmg in super sayan and 108 dmg in super vegeta)
    
    FF / WHILE DASHING TOWARDS ENEMY+P+K - headbutt (guard break)(80 dmg in normal
    sayan, 88 dmg in normal sayan and 96 dmg in super vegeta)
    
    FF WHILE FLYING / WHILE DASH FLYING TOWARDS ENEMY+P - downwards double hand
    smash (guard break)(90 dmg in normal sayan, 99 dmg in super sayan and 108 dmg
    in super vegeta)
    
    FF WHILE FLYING / WHILE DASH FLYING TOWARDS ENEMY+K - double kick smash (guard
    break)(90 dmg in normal sayan, 99 dmg in super sayan and 108 dmg in super
    vegeta)
    
    FF WHILE FLYING / WHILE DASH FLYING TOWARDS ENEMY+P+K - headbutt (guard
    break)(80 dmg in normal sayan, 88 dmg in super sayan and 96 dmg in super
    vegeta)
    
    ABILITIES:
    
    NOTE:
    All info on the abilities is base in the fact that I used the breakthrough
    capsule, this means the moves(some of them) are powered up comparing with the
    regular ones. So if the dmg value or the combo number doesn't match your
    attack, it's because you haven't powered it up.
    
    _Galick Cannon_ - signature move (540 dmg in normal sayan, 594 dmg in super
    sayan and 648 dmg in super vegeta):
    PPPPE (5 hit combo, 684 dmg in normal sayan, 752 dmg in super sayan and 821 dmg
    in super vegeta)
    PF+PPE (4 hit combo, 444 dmg in normal sayan, 488 dmg in super sayan and 533
    dmg in super vegeta)
    F+KPPPE (HOLD)(5 hit combo, 512 dmg in normal sayan, 562 dmg in super sayan and
    614 dmg in super vegeta)
    
    _Final Flash_ - signature move (8 hit combo, 1403 dmg in normal sayan, 1542 dmg
    in super sayan and 1682 dmg in super vegeta):
    PPKKE
    
    _Big Bang Attack_ - signature move (8 hit combo, 1691 dmg in super sayan and
    1845 dmg in super vegeta):
    F+PPPKE when super sayan/super Vegeta
    
    _Final Bash_ - elevates the opponent with a powerful jumping strait kick then
    delivers a series of powerfull moves ending with one that sends the opponent
    flying back down, and then comes down (11 hit combo, 738 dmg in normal sayan,
    807 dmg in super sayan and 884 dmg in super vegeta):
    KKF+KKE
    
    _Meteor Break_ - delivers a series of really fast punches and kicks ending with
    a double roundhouse kick which leaves the opponent stunned, he then pushes the
    enemy back with his ki (24 hit combo, 803 dmg in normal sayan, 870 dmg in super
    sayan and 956 dmg in super vegeta):
    F+KKKE (HOLD)
    
    _Meteor Flash_ - elevates the opponent with a powerful uppercut, goes up to
    him/her and sends him/her back down with a downwards powerful punch. He then
    sends a series of ki blast waves on the enemy (16 hit combo, 1006 dmg in normal
    sayan, 1106 dmg in super sayan and 1207 dmg in super vegeta):
    F+PPPPE (HOLD)
    
    _Nose Dive Crash_ - iniciates with a strait right hook to the stomach and then
    elevates the opponent with a powerful uppercut, he then anticipates the
    opponent in the air and sends him/her back down with a powerful double hand
    smash, he again anticipates the enemy back down and ends with a powerful
    roundhouse kick which sends him/her flying back (4 hit combo, 500 dmg in normal
    sayan, 550 in super sayan and 600 dmg in super vegeta):
    P+G (THROW)
    
    TRANSFORMATIONS:
    
    _Super Sayan_ - his hair gets more spiky and blond :
    P+K+G with 4 ki gauges(or more if you don't have super vegeta equiped)(attack
    power 110%)
    
    _Super Vegeta_ (ultra super sayan - uss) - his hair gets a lot more spiky and
    also blond :
    P+K+G with 5 or more ki gauges(attack power 120%)
    
    CONCLUSION:
    Vegeta is my personal favorite character in DBZ Budokai, and also in the DBZ
    series.
    As for the capsules to put in the character it really depends on how you like
    to play the most. Since I'm a big fan of fighting games in general I like to
    have the most moves on my characters as possible, so I used the breakthrough
    capsule for Vegeta, since he's one of the characters with most moves in the
    game. But if you prefer to have him with some powerups, I recommend using super
    sayan, final flash, nose drive crash and meteor flash. As for suport capsules
    you should use 1/3 senzu bean, sayan blood and something else you want, like
    old style armor.
    
    -----------
    10-12-2002
    version 1.1
    -updated some minor details that were missing, and added the list of sites in
    which this FAQ will be posted.
    
    for any questions or comments regarding the faq contact me at
    Skryba@hotmail.com
    
    -Thanx to:
    
    -DIMPS(bandai) for creating the best DBZ game ever.
    -gamefaqs and neoseeker for posting my FAQ.
    -MajinVegeta7482 for reminding me of posting the cancel-hold property on the
    FAQ.
    
    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 2002 Emanuel Silva - Skryba
    
    The following sites have my permission to post this FAQ :
    
    www.gamefaqs.com
    www.neoseeker.com
    

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