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Vegeta FAQ

version 1.0
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Jump Ultimate Stars DS

Developer: Ganbarion

Author of this FAQ: AsdfYunsungfdsA

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Updates
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7-28-07 - FAQ started
12-18-07 - First update after FAQ rejection

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Index
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M1. Introduction

V1. Who is Vegeta
       - Who is Vegeta?
       - How to unlock Vegeta
       - How to evolve Vegeta
       - Koma effects

V2. Vegeta's basic attacks
        - Normal attacks
        - Koma exclusive attacks
               - Specials
               - Supports

V3. Making a deck around Vegeta

V4. Combos with Vegeta (support combos and normal combos)

V5. Legal mumbo jumbo

V6. Credits

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M1. Introduction
Hi! AsdfYunsungfdsA here, this is my first FAQ ever so I apologize
for any mistakes right now. Email me at [email protected] or AIM at
Geniusboy140z if you have any suggestions, corrections or questions.
If you would like to battle me, ATTN me on the boards.

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V1. Who is Vegeta

Vegeta is a character in the Shonen Jump manga and anime Dragon Ball
(as well as other continuations of this anime/manga). He is part of the saiyan
race - an alien race capable of manipulation of "ki" energy as well as a
race with extreme speed and physical strength - and eventually journeys to
earth to kill Goku who had killed Raditz who found out that Goku had not
destroyed earth yet. I don't want to spoil the manga/anime so I advise you to
read it. It is actually quite good (although slightly repetitive).

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How to Unlock Vegeta

Vegeta is unlocked in mission 2 of Dragon Ball:

MISSION 2

1. KO all opponents

Unlock: Kamesennin

2. Ring Out 1 opponent

3. Ring Out 2 opponents

4. Ring Out 3 opponents

5. Clear the Stage within 30 seconds

Unlock: Gohan

SP: Never use Special Attacks

Unlock: Vegeta

You should be looking at the SP goal. The mission is not hard if I recall
correctly. I only mashed buttons for the first 2 sets of worlds and I unlocked
Vegeta without knowing it.

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How to evolve Vegeta

vegeta's evolution path is like this

 - S2 - S3
 |
H1- B4 - B5a - B6 - U
        |
        -B5b

H - Help Koma
B4 - 100 red, 100 green, 20 white

B5 - 300 red, 100 green, 20 white

B5 - Unlocked by buying the alternate path in Kaiou-sama's chart for
50 red, 50 yellow and 10 pink. Costs 100 red, 500 green, 40 blue.

B6 - 300 red, 300 green, 30 white

U - Unlocks Vegetto in Goku's chart

S2 - 20 red, 30 yellow, 5 white

S3 - 80 red, 20 green, 10 white


The B's are battle koma, the U is an alternate path for another character
and the S's are support Komas.

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Koma effects

Vegeta's help koma increases SP gained while attacking/blocking
when your health is low.

His battle koma all have this ability naturally included

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V2. Vegetas basic attacks

B - A simple jab. 10 damage.


Well, not much to say. This is your basic parrying (sp?) attack
(attack that cancels an opponent's attack) and your basic combo
starter.


>B - Vegeta dashes and punches. 10 damage


This is an attack you can use to charge into the fray when
you're a little distance away. Other than that, if the opponent
guards it, you're in some deep sh*t. It has some pretty bad lag
after it, so make sure it hits.


\/B - Vegeta hammers downward with both hands,
     switches opponents character. 6 damage

It's a pretty fast \/B but unless you're doing a mission that
requires changing all of the opponents to the same char. (which
there is a mission for) you'll probably never use this move except
maybe by accident.


/\B - An upward kick that sends the opponent forward a little.
9 damage.


This attack doesn't combo well with Vegeta's other moves so
most people don't use it. However, it does allow a sort of
extended "string" of comboing if you dash right after you
perform this move. Do B /\B and dash and do >B and you just
started a combo (after the >B just do a normal combo). Sometimes
the opponent can jump or fast-fall before you can dash, but that's
only rarely.


Aerial B - A "knee" that sends the opponent upward. 9 damage


Not a bad aerial attack, but not too good either. His air-Y
is always a better alternative (unless you're trying to get
back to the stage and need some vertical movement).


Y - Two kicks that knock the opponent down. 18 total.


Pretty good, strong and long lasting Y attack. It is a good
support comboer because it has a decent "period" of attack.
But because of that, if you miss, the opponent can easily knock
you off or combo you. Use it wisely.


>Y - Several Ki blasts, press Y many times for more blasts.
3 per blast, 6 blasts total.


Good support comboer and can be chained from his Y against a
wall but I don't really like it because it's too easy to see
coming and block it.


\/Y - Vegeta points his hand out and explodes a little bit of Ki,
breaks opponents guard. 19 damage.


Your average guard break. Decent range though. Vegeta isn't really
a guard breaking kind of character so leave it to someone like Kakashi.


/\Y - An uppercut with a second hit if Y is pressed twice.
18 total (8 first hit, 10 second hit).


Probably one of Vegeta's most important moves. It can connect with
his Air-Y if you do the two hits. This can also be chained from his
Y if you're pinning your opponent against the wall.


Aerial Y - Vegeta lunges forward and smashes the opponent
downwards through the floor. 18 damage.


It's a spike, but it's usually only good in combos because he lunges
forward first. That means that if you see someone standing on a "fall-
through" floor and you just do the aerial with no combo, they can see
it coming and block it. Other than that, it's pretty good.


Select - Ultimate Action, Vegeta begins charging energy.
This slowly restores SP.


It's your typical DBZ UA. It's actually pretty quick but you
won't have time to use it unless you ring out the opponent.


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Koma exclusive attacks.

Specials

4 Koma

Special A - Vegeta fires a large beam, 34 damage.


This is the standard DBZ-style beam. It's pretty quick
and it is very "tall" in comparison with most beams. Not
much too say about it


Special B - Vegeta charges and pushes out his arms
knocking back anyone within a certain radius. This attack
guard breaks (that means it's very good) 32 damage.


Guard Break. How I love guard break. This attack is usually
the strongest special of 4 koma (unless the opponent is pinned
against a wall, the beam only does about 20 some damage).
Don't be afraid to use it, but don't spam it either. Spamming
will leave you open and drain your sp.


B5a and B5b.

Special A - Vegeta fires several Ki blasts, tap x many
times for more blasts. 39 damage


I really don't like this special, it never gets more than 3 hits
in before the opponent gets pushed too far away. Avoid using
this special at all costs.


Special B - Vegeta jumps into the air and fires a beam diagonally
downwards. 56 damage

This is a potentially amazing special. If the opponent is on a
platform above you and you use this, it can do up to 56 damage
(48 if they're on equal level). If you miss however...the opponent
can take advantage of the lag after the attack.


B6.

Special A - Vegeta fires a small ball of Ki that explodes.
52 damage.


Good special. Strong but small range and large start and
end lag.


Special B - Final Flash. Vegeta "explodes". 80 damage but
reduces health to 1.


Strong special but too slow and costly, I don't advise using
it.


Supports

S2. Special A of B4. 26 Damage

S3. Special B of B5. 36 Damage.


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V3. Making a deck around Vegeta.

Vegeta (primarily power based except for his B5b koma which is knowledge),
is a fast and punishing character but can be outrun and destroyed easily. His
main weakness - laughter - primarily has punches and kicks and so does his
power weakness (for B5b koma). The solution is Luffy's or Kinnikuman's
help koma which reduces the damage of punches and kicks. If Vegeta is
your leader or best character you will want to give him at least 1 more
damage reducer (whether it be special or swords) preferably
a special attack damage reducer (like Sasuke or Kakashi) or a swords
damage reducer, if you do use a swords reducer,
Trunks is the best because he gives Vegeta a boost.
A second option (but it's not really that helpful) is Piccolo,it gives
Vegeta +8 HP and slow health regeneration during battle.

Supports that can help Vegeta make combos are Allen 2, Gotenks 2/3,
Trunks 3, Hyoga 3, Joseph 2 and Shishio 2. They are not the
only supports that can fit into combos, but so far they are the only ones that
are worth using SP for. There is also one support koma that can be extremely
helpful to Vegeta but not in a combo-ish way, Sakura 3. It heals Vegeta
by two "meats" (the little steaks that you can sometimes find in
crates or barrels), it can be extremely helpful if you plan on using
Final Flash (Special B of Koma 6) a lot.

Since Vegetas komas are all power or knowledge, you'll need a good
laughter character too. I recommend Yoh 4B, Naruto 4b or Kakashi 6B as all
are unexpected and are alternate forms of their normal character, so your
opponent might get confused. Kakashi and Naruto can also combo
with Trunks 3 (well anyone can actually) and Allen 2.

Vegeta's best koma is 4. After that are 6 then 5. His 4 koma is the only
one that guard breaks easily and with tap guarding now being popular, that
special will come in handy.

---Battle Koma that will fit with Vegeta

Gotenks (preferably 4)

He's laughter so that's a plus. He's strong but average at comboing but
his strength can usually break power character's guards. His 4 Koma x
can also trap the opponent and let you switch to Vegeta to do some
insane comboing.

Kakashi (doesn't matter)

His guardbreak is easily the best (if not fastest) in the game. That
alone will help with a Vegeta deck. This guy also has stronger normal
combos than specials, saving some SP for Vegeta. Kakashi is knowledge
and has a laughter alt, plenty of variety.

Seiya (5 or 6)

Seiya is a pretty strong and quick mid-range fighter, balacing Vegetas
close range strength. Seiya also has a 77 damage SP-less combo that can
combo into a support. A good all-around character.


Any character that suits you will be fine as long as you can "go
with the flow".
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V4. Combos with Vegeta.

Combo 1. B >B /\Y (with the second hit) Aerial Y

Fast and hits for decent damage. Has potential ringout ability.
This is probably the combo that you'll want to use most often,
because RO's are your friend (unless stated in the rules of the
battle). If RO's are not allowed, try not to use this combo as
I often ring out by accident with this combo.


Combo 2. B /\B >Y (all hits of >Y if possible)

This combo is unexpected as /\B usually hits people
out of combo range, with all hits of >Y the combo can
inflict decent damage.

Combo 3. B >B Y

This combo knocks your opponent down and if you are near the edge,
a second Y will disrupt your opponents jump back to the stage and
probably grant you an RO.

Combo 4. B /\B dash forward then Combo 1 or 3

You can exclude the first hit of combo 1 or 3 (B) because you might
press >B when you're in the dash. This combo is slightly risky but
as said earlier, the /\B is an unexpected move.

Combo 5. B /\B X (Koma 6 only)
A short and simple special combo, the X could be interrupted by an
aerial attacker (if your opponent predicts the /\B) but that isn't
very likely. Good damage with few hits.

Combo 6. B /\B /\X or X (/\X is 5 Komas only, X is for any Koma)
Knocks the opponent slightly up and forward then sends them
down with a beam. Decent damage but you are vulnerable after
the Up X.


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Support Combos

Support registered to L or R (I'm typing R because that's what I use)

Allen 2

SCombo 1. R and a split second later Combo 4.

The first hits of combo 4 will knock the opponent right in front of Allen
as he shoots his 5 laser beams, since the opponent is right in front of his
arm-cannon, all 5 hits will connect (for 30 damage) and send the opponent
back down to the stage to be comboed.


Trunks 3

Scombo 2. Same as Scombo 1 except perform /\B before Trunks fires
his Burning attack at the end.

The timing is difficult to get off, but it can happen


Gotenks 2/3 or Hyoga3

Scombo 3. /\B R *wait* combo 1

This is a very good combo if your opponent is against a wall, but
then again, all combos are usually better with a walled opponent.


Joseph 2 or Shishio 2

B >B Y R /\X or X

Depending on which support you are using, you will want to press
R at a different time. Joseph comes out a little later than Shishio
so you might want to experiment. The /\X is for 4 and 5 komas and the
X is 4 or 6 koma.



You can use any support, these are just my favorites.
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V5. Legal Mumbo Jumbo

Shounen Jump and all related characters are Copyright of Shueisha
Publishing and all of it's authors. Game Copyright Ganbarion and
Nintendo, Co. Ltd. 2006.

This guide may only be used by GameFaqs. If you wish to use this
please credit me (and ATTN me on the message board asking for permission).

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V6. Credits

Genroh - For his "Shounen Jump and all related characters" section
of my Legal Mumbo Jumbo

GameFaqs - for letting me post a guide

Nintendo and Ganbarion - For making this game.