hide results

    Zarbon by One eighty two

    Version: 1.0 | Updated: 06/09/03 | Printable Version | Search Guide | Bookmark Guide

    Zarbon FAQ
    Author of FAQ: Adam (One eighty two)
    Game: Dragonball Z: Budokai
    System/Platform: Playstation 2
    Copyright 2003 Adam Hritz
    Version 1.0
    Before reading any more of this FAQ, READ THE FOLLOWING:
    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.
    The following web sites have permission to post this FAQ:
    Table of Contents
    I. Intro
    II Controller Setups and Basic Controls
    III. Basic Moves and Combos
    IV. The Death Move
    V. Capsules
               1.0 Ability Capsules
               2.0 Physical Capsules
               3.0 Support Capsules
               4.0 Breakthrough Capsule
    VI. Custom Capsule Trays
    VII. Secrets and Hints (Contains minor spoilers)
    VIII. Thanks
    IX. Outro
    I. Intro
    Ok, I'm really giving in some precious time for you people by writing all 
    these guides. Please do me a favor and read the whole thing. That's how you
    can thank me. You're the only reason I'm writing this FAQ. I sure don't do
    this for my health.
    Anyway, as I always say: Let's get on with the FAQ!! 
    II. Controller Setups and Basic Controls
    Here is the Standard Setup the game gives you:
    X = Guard
    Square = Punch
    Triangle = Kick
    Circle = Ki (Energy) Blast
    R1 = P+K (Unblockable Strike)
    R2 = P+G (Grab or Throw Technique)
    L1 = Nothing
    L2 = Nothing
    Now here is my Custom Controller Setup:
    X = Guard
    Square = Punch
    Triangle = Kick
    Circle = Ki Blast
    R1 = P+K
    R2 = P+G
    L1 = P+K+G (Causes character to transform)
    L2 = P+K+G+E (Taunt - Causes opponent to lose 1 ki gauge)
    The only reason I customized it this way is because it's easy to deal with in
    Practice Mode and L1 and L2 were free to change.
    III. Basic Moves and Combos
    Punch- Any combination of only the punch button will give you a series of
    Now we'll get into throwing in some directions
    P+P+P+>P = A series of punches that ends with a quick but powerful palm 
    strike that can come in handy when you're trying to knock your opponent
    out of the ring.
    P+>P+P = Causes decent damage but lacks in recovery time.
    >P+P+P+P+P = A good combo that deals good damage and finishes by smacking
    your opponent into the air.
    <P+>P = A 2-Hit combo that is good for knocking back opponents.
    <P+<P = A fair combo that knocks your opponent down right in front of you.
    P+K (R1) = A strike that can be charged up but the charging doesn't do much.
    It sends your opponent into the air.
    >R1 = The same above but Punches and sends the opponent horizontally.
    <R1 = An attack that knocks back the opponent in such a way that it leaves
    them open for ANY combo.
    Kick- Any combination of only the kick button will give you a series of
    K+>K = A swift combo that's useful for knocking your opponent out of the ring
    K+K+>K+K = A very good combo. VERY good. Only one setback- Your guard is
    dropped if the last kick misses, but this isn't really that important if your 
    opponent is blocking.
    >K+K+K+K+K = Yes, 5 kicks in there. It finshes with a powerful kick that
    launches your opponent across the ring. Again, very useful for causing
    <K+>K = A short combo that sends your opponent away; however, it's only
    useful in the air. Overall it isn't that great.
    G+K (R2) = This executes the throw technique once you've gotten the correct
    capsule (See Section 5:2.0) It's able to be used even when your opponent is
    blocking. Another reason why you should take your combos slow.
    DON'T FORGET!!--You can link punches and kicks together to make more combos!!
    IV. The Death Move
    Part A - The Death Move
    1. Possibility Cannon - An extremely useful move, but what does the name mean?
                            By the way, if you've always wanted to see what a 
                            black ki blast would look like, do this when in his
                            Monster Form. It looks best if fired from a distance.
                            It can be executed by pressing either of these:
                            P+P+P+P+E  or  P+P+<P+P+E  or  >P+P+>P+P+E
                            Takes 1 ki gauge.
    V. Capsules
    1.0 Ability Capsules
    Monster Form - Gives you a 10% increase in attack and gives you an increase
                   in speed. Your ki gauge must be at 4 to do this. When done,
                   it slowly drains your ki gauge. It's actually way better to be
                   in Monster Form because of the increase in stats. 
                   Takes 1 capsule slot.
    Possibility Cannon - See Section 4
    2.0 Physical Capsules
    Hyper Elegant Magnum - A swift combo. Can be executed by pressing: 
                           Takes 1 ki gauge.
    Missing Screw -This is your throw attack. Press G+K (R2). Doesn't use
                   any ki and is unblockable, so it's really useful if your 
                   opponent keeps trying to guard.
    Super Beautiful Arrow - These types of moves rock. Fires 8 blasts if placed
                            once in the tray, 16 if twice. Can be executed with:
                            Takes 2 ki gauges.
    Extra Graceful Cannon - This is terrible. 18 hits if placed once, 24 if twice.  
                            Executed with >K+K+K+E
                            Deals fair damage, but takes 3 ki gauges. Ouch. 
    3.0 Support Capsules
    1/3 Senzu Bean - Activated when you are KO'd, reviving you with 1/3 of your 
                     health restored. Gives you 1 ki gauge. Takes 1 slot.
    Senzu Bean - Activated when you are KO'd, reviving you with full health.
                 Takes 3 slots.
    Old Style Armor - Increases your defense by 10%. Takes 1 slot.
    Rit Armor - Increases your defense by 20%. Takes 2 slots.
    New Style Armor - Increases your defense by 30%. Takes 3 slots.
    Bulma's Armor - Increases your defense by 40%. Takes 4 slots.
    Gero's Energy R&D - Increases your ki by 1/2 a gauge each time you deflect
                        a ki blast. Takes 1 slot. Not Recommended.
    Gero's Deflection R&D - By holding X you deflect away every ki blast. Takes
                            1 slot. Not Recommended
    Gero's Deflect-Back R&D - Same as above but deflects them back at the 
                              opponent. Takes 1 slot. Not Recommended.
    Viral Heart Disease - Causes both players' healths to decrease slowly.
                          Takes 1 slot. Useful in World Tournament.
    Vaccine - Nulls the effect of the Heart disease on you. Useful in the 
              Advanced tournament when battles are set to 30 seconds.
              Takes 2 slots. Useful in World Tournament.
    Super Holy Water - Reduces the amount of damage you take. Takes 1 slot.
    Serious! - Increases your attack by 10% when your health reaches 1/3 or less
               (Around halfway through orange bar) Takes 1 slot. Not Recommended.
    Serious!! - Increases your attack by 20% when your health reaches 1/2 or less.
                Takes 2 slots. Not Recommended.
    Serious!!! - Increases your attack by 30% when your health reaches 2/3 or
                 less (Orange Bar) Takes 3 slots. Not Recommended.
    Rage! - Increases your attack by 10% during the first 10 seconds of battle.
            Takes 1 slot. Not Recommended.
    Rage!! - Increases your attack by 20% during the first 15 seconds of battle.
             Takes 2 slots. Not Recommended.
    Rage!!! - Increases your attack by 30% during the first 20 seconds of battle.
              Takes 3 slots. Not Recommended.
    Scouter - Decreases the amount of ki used. Takes 1 slot. Semi-Useful.
    Potential - Very useful. Increases your attack by 10% every 8 seconds four 
                times. This means you can hit 140% without transforming!
                Takes 2 slots. Takes 2 slots. Highly recommended.
    Super Kami Water - Increases your attack by 30% but decreases your health 
                       slowly until it reaches 1/6. Takes 1 slot.
    Gero's Perpetual Energy R&D - I only used this once. It's terrible. Gives you
                                  a ki gauge of 7 that never decreases but takes
                                  away the ability to transform. Takes 3 slots. 
                                  Not Recommended.
    4.0 Breakthrough Capsule
    Breakthrough (Zarbon) - The only way to get this is to collect all 7
                            Dragonball capsules, summon Shenron, and keep reseting
                            your game until Zarbon's name pops up. It allows 
                            you to use all of Zarbon's Ability and Physical 
                            Skills and gives them the effect of being placed 
                            two times on the tray. 
                            Highly Recommended.
                            Takes all 7 slots. 
    VI. Custom Capsule Trays
    These are trays that I use when not using Breakthrough:
    All-Around Setup
    1. Monster Form
    2. Super Beautiful Arrow
    3. Possibility Cannon 
    4. Missing Screw
    5. Old Style Armor
    6. Potential (2 slots)
    World Tournament Setup (With 30 Second Battles)
    1. Monster Form
    2. Missing Screw
    3. Possibility Cannon
    4. Possibility Cannon
    5. Vaccine
    6. Viral Heart Disease (2 slots)
    Offensive Setup
    1. Monster Form
    2. Missing Screw
    3. Hyper Elegant Magnum
    4. Possibility Cannon
    5. Super Beautiful Arrow
    6. Potential (2 slots)
    Defensive Setup
    1. New Style Armor (3 slots)
    4. 1/3 Senzu Bean
    5. Possibility Cannon 
    6. Scouter
    7. Missing Screw
    Quick n Easy Battles
    1. Possibility Cannon
    2. Possibility Cannon
    3. Scouter
    4. Potential (2 slots)
    6. Monster Form
    7. Old Style Armor
    VII. Secrets and Hints
    Methods for Obtaining Dragonballs
    #1 - Nine Capsule Method
    Simply collect 9 of every capsule. For example, if you bought 9 Burning Attack
    capsules, you would no longer be able to buy Burning Attack and it will not 
    show up in Mr. Popo's recommended section.
    #2 - Enter, Re-Enter Method
    Just enter and re-enter Mr. Popo's shop until the Dragonball capsule shows up.
    #3 - Memory Card Swap Method
    If you're using method #2 and a certain Dragonball isn't showing up, exit to 
    the screen where you choose which memory card you want to use and swap the 
    memory card from slot 1 to slot 2 then try method #2 again. It's not 
    guaranteed, but it usually works for me. For some reason the last Dragonball
    takes a long time to show up regardless of what you do, so don't get 
    frustrated! Patience IS a virtue...
    Unlock Hercule - Come in 1st place in the Adept Mode of the World Tournament.
    Unlock Great Saiyaman - Same as above but in the Advanced mode.
    VIII. Thanks
    CjayC for creating Game FAQs
    Bandai for making DBZ: Budokai
    Akira for creating Dragonball.
    Game FAQs for all your help.
    IX. Outro
    Well people, I spent a whole day writing this thing. I hope someone reads it,
    let alone find it useful. If you have ANY questions, E-Mail me. MAKE SURE YOU
    PUT "Zarbon FAQ" IN THE TITLE OR I WILL DELETE IT. I'll even enjoy hate mail!
    (I hate junk mail...^_^)
    I'm here to help!
    AIM: One eighty to0
    Why are you still reading this? GO PLAY BUDOKAI NOW!!! ^_^