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 :

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