Dragon Ball Z: Budokai 3 Version 4.3 Started: 12-30-04 Author: Nate Fralick, also known has APurpleCow. Spralwers --------------------------------------------------------------- Contents --------------------------------------------------------------- Version History............1.0 About this guide...........2.0 Controls...................3.0 Basic Controls.............3.1 Advanced Controls..........3.5 Capsule Set Ups............4.0 Combos.....................5.0 Transformations............6.0 Fusions....................6.5 Strategies.................7.0 Dragon Universe Mode.......8.0 FAQ........................9.0 About Me...................10.0 Credits....................11.0 Legal Stuff................12.0 ------------------------------------------------------------- 1.0 Version Histroy ------------------------------------------------------------- Version 1 Date: 12-30-04 Started the guide. I got all the things I am going to have in it started. Version 1.1 Date: 1-2-05 Put the guide in the right format. Version 2 Date: 1-4-05 Updated the guide with the help of Sprawler. Version 3 Date: 1-6-05 Spralwers edited the guide. Version 3.1 Date: 1-8-05 Reload2k fixed the grammer and spelling. Version 4 Date: 1-10-05 Small updates to every section. Version 4.1 Date: 1-11-05 Authorized www.neoseeker.com to use this guide. Version 4.2 1-12-05 Fixed a few things. 4.3 Date: 1-16-05 Authorized gamerhelp.com to use this guide. ----------------------------------------------------------- 2.0 About this guide ----------------------------------------------------------- This guide was made to teach you all the basics of Budokai 3 and the advanced part of how to play has Goku. I picked Goku because I think he is one of the best in this game. ----------------------------------------------------------- 3.0 Controls ----------------------------------------------------------- 3.1 BASIC CONTROLS square=punch p triangle=kick k x=guard g circle=small energy ball e Punching is fast, but weak. Kicks are slow (yea right, this is dragon ball!) but strong. Guards can block most attacks. When guarding, you get fatigued, but you take less damage and you gain ki. Energy balls do more damage then kicks and punches, but drain your ki. You can link a few energy balls together. 3.5 ADVANCED CONTROLS Towards enemy and x when they attack: You teleport behind them and do a powerful punch. If you hold X, you can guard and not do the punch, allowing you to combo. This takes 3 ki gauges. I will call this a Teleport Counter, or TC. Circle when you knock back enemy=You teleport behind them and punch. You can do this up to 3 times. This takes 1 ki gauge per teleport. I will refer to this has a Pursue, or P. Square+Triangle+X: Transform. Square+Triangle+X+Circle: Hyper Mode. You can not guard, but you are resistant to attacks. You can do a dragon rush by doing what you would do to teleport. Using Ultimates: Push x when the bar is almost full. You have to do this 3 times. ---------------------------------------------------------- 4.0 Capsule Set Ups ---------------------------------------------------------- Skilled Goku: Breakthrough Normal Goku: kaoken ss ss2 ss3 ss4 kamehameha spirit bomb Perfect defense and small offence: Mysterious Vest Saiyan Spirit Z-Sword Dende?s Recovery Without Dende's Recovery, you have 170% defense and 135% attack. You cannot block, but with that insane defense you don't really need to. Dodging helps as well. Perfect Attack Goku: Serious!!! Potential Z-Sword Saiyan Spirit This capsule setup has a max attack of 199%. You should only do this if you are good at combos, or else not having a kamehameha can hurt you. All Around: Training Vest Potential Z-Sword Saiyan Spirit Dende?s Recovery Yet again, use this only if you are good at combos. You will have a max of 150% defense and 159% attack with 3 ki bars. All Around Goku 2: Meditation Kaioken Super Saiyan Kamehameha Dragon Fist Go super sayajin at the start. Use dragon fist to start combos, and kamehameha to top off combos. Base Form Power: Meditation Saiyan Spirit Z-Sword General Vest Kamehameha This is sort of like BKG. Ki Master Goku: Meditation Kaioken Super Saiyan Super Saiyan 2 Super Saiyan 3 This is great for dodging and teleporting. ---------------------------------------------------------- 5.0 Combos ---------------------------------------------------------- These are where I list cancel combos. What is a cancel combo? A cancel combo is when you push guard has you charge a move, allowing you to recover faster then they can recover, and you can do another combo. To do a cancel combo, hold the last button of the string and push guard. Steps are my short name for side step cancels, and in these you side step instead of guard. Stuns are when there are no cancels, but you still recover faster then them. Juggles are when the string sends them into the air. This is my controller set up that helps me do these combos: Square=punch Triangle=kick Circle=energy X=guard L2=transform L1=hyper mode R2=guard R1=PK Legend trans stst-Transformation sweet spot, the time during the reeling animation where the opponent is almost recovered, but will not fall down if you attack them. Basic Combos: These combos are weak, but are good practice. >p,k,k cancel k,k,k,k cancelk,k,p stun >p,k,k step k,k,k,k cancel
k,k,p stun >p,k,k cancel trans stst k,k,k,k cancel k,k,k,k cancel transform >p,k,k cancel p,p,p,p,e p,k,k cancel transform >p,k,k cancel transform >p,k,k cancel transform >p,k,k cancel transform >p,p,p,p, p,p,p,p,
p,p,p,p,
p,p,p,p,
p,p,p,p,
p,p,p,p,
p,p,p,p,
p,k,k step k,k,k,k cancel
p,p,p,p, p,p,p,p,
p,p,p,p,
p,p,p,p,
p,k,k cancel p,p,p,p,e This is better in every way then the Goku Juggle. I have tried, and have not found a stronger variant to this combo. Every string is in there for a reason. The >p,k,k is in there so you can safely get to the back of your enemy. The step makes the juggles do more damge. The k,k,k,k cancel is in their to stun them long enough for you to put them in a juggle. The
p,k,k is for you to get close enough to do a p,p,p,p,e. -------------------------------------------- 6.0 Transformations -------------------------------------------- In this section I will put down all of Gokus transformations and rate them out of 20. Note that some capsule set ups can increase Goku's attack and defense more then ss4. Kaoken: A weak transformation, but with a low minimum ki so you can start the match with it. 17/20 Super Sayajin A weak transformation. 10/20 Super Sayajin 2 A weak transformation. 12/20 Super Sayajin 3 An ok transformation. 15/20 Super Sayajin 4 An ok transformation. 17/20 ---------------------------------------------------------- 6.5 Fusions ---------------------------------------------------------- In this section I will give all of Gokus fusions points out of 20. Vegito: This fusion is ok if you don't have Super Sayajin 4. If you do though, this fusion is the worst ever. It adds only 1% power more then ss4. If you fail the fusion, and you only get one chance to do it right, then you are left with no transformations and no items or equipment. 5/20 ss2 Gogeta: Don't use this fusion. Ss4 is better then it, and ss3 is weaker, but overall better. 7/20 ss4 Gogeta: Again, not a good fusion. Your damage percentage is greatly increased when compared to ss4, and your big bang kamehameha is unmatched. These are the only pros. Ss4 Gogeta is hard to get, has if you go into hyper mode your opponent won't let you pull this off. If you do manage to pull this off, your opponent only has to dodge you for 10 seconds, then the fusion is off again. 5/20 ---------------------------------------------------------- 7.0 Strategies ---------------------------------------------------------- The Basics (yea right) Of Goku: Almost everything you know of Goku from Budokai 1 and 2 was changed. Goku's >p,k,k can be dodged and counter attacked, which really hurts Goku. He does, however, have a good p if you can. To use Goku, you need to have good capsule set ups and be able to do mind games. Use your transformations to their max. For instance, Once I had a breakthrough on, and I was fightning somebody with a better capsule set up then me and they were more skilled at this game then me. We were both Goku. He had turtle shell on, so at the begining he just shot a kamehameha at me. I used kaoken just has he did it so it didn't hurt me. Then when he was still firing the kamehameha, I did the base-ss4 combo and then I had the health advantage and was already super sayajin 4. Even though he was better then me, I won because of that kaoken. Goku on the defense: Goku has strong defense, in the sense of keeping himself from getting hit. His only lacking area in defense is his dodging+counterattacking, which is a part of playing defense. If you dodge and can counterattack, do a >p,k,k cancel, or p,p,p,p,e/p,>p,p,e or p,p,p,>p and then power up or taunt. Do not let enemies fight you at close quarters. Goku is simply going to get demolished. When enemies use nullifying starters, use >p+k.When enemies keep you in range, use >k+g. Counter attacks with your >p and follow it up with a juggle or an undodgeable, cancelable string like k,k,k,k. If you need to gather ki or tuant, use p,p,p,>p. Goku on the offence: Goku's offence is next to nothing. A strong defense player will intimidate any skilled Goku player. Make sure you always have the capsule meditation equipped, unless you want pure stats. This will give Goku a bigger boost to his offence. You should be able to land Goku's >p+k because using it at the right range puts you out of reach for many starters, including graps. If you happen to land it, power up. At 4 bars of ki, Goku will be able to TC twice, provided you have meditation on you. If your opponent does not have the ki to TC twice, simply let them land a combo. After the second hit, try TCing and coming in with a combo cancel. Try using the k,k,k,k cancel. The >p,k,k cancel can miss at times. When fighting opponents with a baseline ki or 6 or above, or can already TC twice, then keep your ki at 6, or taunt them. Goku does not have any 2 hit stuns. He cannot combo on opponents safely. Cancels come much later in a string for him, and leave time for the opponent to dodge and counter attack. Be obsessive with your k,k,k,k string use has it cannot be dodged and counter attacked. The >k,k,p is an ok stun, but the opponent ends up far away from you and the only move that will get them closer is the >p,k,k cancel. Use
p+k is good for this because you can avoid grabs. >p+k knocks back the opponent, allowing you to charge or tuant. It is good against the
p,p,p,p, p,k,k cancel k,k,k,k cancel
p,k,k cancel only to see that they have blocked your attack. You could do either of these things: A) just do k,k,k,k cancel k,k,k,k cancel k,k,k,k cancel etc. etc. etc. Or B) Not do A and just forget you read A or B. Anyway, let's assume you choose B. Now you know your opponent is guarding, but you weren't prepared enough to stop them yet. So you go into your k,k,k,k cancel string. Since you know they are going to block it, change into another combo and do a