There hasn't been a Dragon Ball Z fighting game to date where Vegeta wasn't
a solid character to use. Shin Budokai Another Road is no exception, this
time around Vegeta has the rushing and slam strings needed for a good rush
game and enough tools at his disposal to play a good defensive game. On top
of his good strings, Vegeta has a great set of special attacks to work with.
Vegeta fans can rejoice as his signature move, Big Bang Attack, has gotten
an exceptional amount of praise and is arguably the best attack in the game.
With all of these weapons in his arsenal, it isn't that hard to score victory
after victory with Vegeta.



- Vegeta is a solid rush down character with a user friendly combo platform
to work with. Vegeta's RRS and >RRS are very easy to cancel and offer a wide
variety of option during combat while his S* string is an effective combo
starter. His >RRS is especially worth noting since the attack naturally
stuns and the last S can be fully charged and still connect in a combo.

- Big Bang Attack is arguably the best death move in the game. While charging,
the attack doubles as ki shield and it can be fully charged and canceled
during a combo into Final Flash. The charge on Big Bang is so good, that it
is the only ki blast in the game that can be fully charged during a combo.

- Vegeta is a strong character, hitting for 2798 damage with his best combo.

- He can combo off of his throw.



- Vegeta's best slam starter is only a single hit, because of this he has no
choice but to play defensively against other rush down characters like Bardock
and Future Trunks. Against characters with long slam strings like Krillin and
Kid Buu, Vegeta's options are limited even further.

- Vegeta has a terrible time fighting when the opponent has the ki advantage.
Without any good pokes in his arsenal, Vegeta doesn't have a reliable way
to create a gap to charge ki.

- Vegeta's Final Explosion ultimate is terrible, limiting the effectiveness of
his strongest transformation.



Naturally, transformations are the first thing to consider when picking a
character like Vegeta. Since Vegeta has so many different transformation
to choose from, the answer isn't as obvious compared to characters who only
have a single transformation, or none at all.  While his Majin form is
statistically his strongest form, it doesn't have a useable ultimate which
really brings down Majin Vegeta's damage potential. Majin Vegeta also loses
Big Bang Attack, Vegeta's best move, so aside from recreating story battles,
I wouldn't recommend his Majin transformation. So with that out of the way,
it comes down to either SSJ or SSJ2. Since SSJ2 has Atomic Blast and the
better stat bonuses, you'd get the most out of Vegeta with SSJ2. 

Also, while Big Bang is an amazing attack, it is best used fully charged in
close quarters WITHOUT EVER BEING FIRED. I can't stress this enough, Big
Bang should be treated as combo extension or a close range shield, the move
should be fully charged and always canceled to avoid its long recovery
animation. If you see the opponent fire a ki blast, dodge it, don't try to
use Big Bang to shield it, you will just be wasting ki. The proper way to
use Big Bang is in close to mid range as a combo ender, combo starter,
or a combo extension, not to wage some spam war at long range.

*Rush down*

RRS and >RRS are Vegeta's main rush down strings. While it is risky to rush
down without a good slam string opening, both strings have enough reach and
get to the defensive ax quick fast enough to be relatively safe. In order to
get the most out of both strings, you will need to condition the opponent to
play defensively.  Thankfully, Vegeta has two ways to stop rushing and
force the opponent into a blocking game.  First off, Vegeta's SSSS is an
amazing slam string, with high priority on each hit it great string to break
through most other slam strings. The only problem is that Vegeta can only
combo off of the first hit but the string is still a good tool to stop the
opponent's rushing game. Second, Vegeta can use Big Bang from mid range
as a shield to swallow any rushing or slam string. Simply fully charge Big
Bang Attack when the opponent is at mid range and watch what he does. If the
opponent tried to mount an offense, they just ate a Big Bang Attack.
If the opponent dashes to avoid the blast, cancel it to avoid giving them an
open. What you really want the opponent to do is guard, then you can aura
cancel the Big Bang Attack into a free aura slam. Since Vegeta has one of the
best aura slams in the game, it is almost a guaranteed hit. In order to get
the most out of Vegeta's rushing game you first have to disable the 
opponent's offense and condition them into blocking. Once you soften them
up with SSSS and Big Bang, >RRS and RRS become very easy to land.


While not as good as his offensive game, Vegeta can still play a formidable
defensive game. The first hit of Vegeta's SSSS string stuns and has a lot
of priority making it perfect for creating a quick opening in the opponent's
offense. Once you have an opening from S*, Vegeta can quickly combo into his
RRS or >RRS strings and you can once again go on the offense. In case it gets
a little difficult to land S*, Vegeta can also fall back on his throw for an
opening. Vegeta can combo off of his throw, but in order to get good damage he
has to do so in a more unconventional manner. From SSJ2, both Big Bang Attack
and Atomic Blast are too slow to connect from a juggle string after the throw
so Vegeta doesn't have quick damage from a death move after his throw like
Future Trunks or Bardock. What Vegeta can do is follow with RRS and aura
cancel it into a charged slam attacked.  What this does is set up a guaranteed
aura slam if the opponent break falls out of RRS, since you are charging the
slam, you can cancel it in case the opponent falls to the side or stays down.
Again, this goes back to conditioning the opponent into not mounting an
aggressive rush down game since being thrown by Vegeta can not only put the
opponent at mid range, but it can lead to a nasty mind game with aura slams.

*What to do when the opponent has the Ki advantage*

Sadly, Vegeta suffers tremendously when at the ki disadvantage since all of
his best tactics require him to have more ki than the opponent. Vegeta doesn't
have any good one shot slam attacks that can send the opponent away so he has
trouble poking when he runs the risk of being teleport countered. All of
Vegeta's one hit slams have terrible range making them very poor attacks to
poke with. Vegeta's best attack to bait teleport counters, Big Bang, still
requires ki to use making it very high risk in case the opponent guards.
Aside from Big Bang, Vegeta's only other option to bait a teleport counter
is his SSSS string though this isn't nearly as useful and should only be used
if you can clearly read when the opponent is going to teleport counter.
Vegeta's throw is the only reliable option he has at this point so use it 
whenever you get the chance. Being at the ki disadvantage is one situation
where Vegeta simply doesn't have a solid tactic out, the best advise I can
give is to avoid the situation all together.



*Super Quick Guide to Combo Canceling*

All combo cancels are done by holding down the last S in a regular combo
string then tapping guard to cancel the animation.  When done fast enough,
the character returns to their neutral state and can immediately start 
another combo string.  Once mastered, the charge on the canceled S doesn't
show and the full combo looks fluid without any noticeable breaks or pauses.
Side Step canceling can be done by tapping down or up with guard but only 
works with certain combo strings.  The advantage to side step canceling 
is that if done properly, the combo continues from the opponent's back 
where damage is greater.  Energy attacks can also be canceled by holding 
down E then tapping guard, but only a few characters need use this method 
to cancel a string.  Since energy canceling uses a small amount of ki, it
isn't recommended unless it is the ONLY way to cancel a certain string
for that character.

Finally, the most advanced combo cancel is the Aura Cancel.  While
holding S, tap Aura Burst, release S, then tap S again to trigger the
character's Aura Slam.  This is by far the most difficult cancel to pull off
but opens a whole new range of damage. After a successful Aura Smash cancel,
you are granted a free Aura Rush attack so use that to close the distance 
and continue the combo.

*The Golden Rule of Combo Canceling*

NEVER under any circumstances attempt a combo that puts the opponent in ki
advantage.  That means that no combo should EVER go over 2.5 bars worth of ki
gain for the opponent since it leaves you open for a teleport counter (which
can be canceled into a combo).  That also means that no combo should end in 
an attack that can be recovered from quickly leaving endless possibilities 
for a counter attack.

Basically, no on the ground attacks since break fall can lead into a combo
just as quickly as a teleport counter cancel.  

Finally, absolutely NO PURSUIT FINISHERS!!!!!!  I can't stress this one enough,
although they look great each pursuit attack gives the opponent back 1 whole
ki bar.  That means that getting a complete Pursuit combo ending in a
finisher is next to impossible against anyone who knows how to teleport
counter.  A single pursuit attack is okay once in a while to show off, but
trying for 3 is asking for trouble.  All combos in this guide follow are 
safe to use but incase you try building your own, just keep in mind the 
golden rule and you should be okay.


R = Rush attack
S = Slam attack
>= Towards opponent
< = Away from opponent
>> = Dash to opponent
^ = Up on the D-pad
E = Energy Button
- = Cancel
* = Stun
~ = Side Step Cancel
' = Fully charge upcoming move
[AB] = Aura Burst
-[AB] = Aura Cancel


All combos performed on the ground without booster cards in SSJ2.

Beginners Section
No cancel knowledge needed

1) S*, >RRS>R, RRSRR`S*, >>R, RSSR in >RSS has to miss)
[Big Bang Attack] (cancel at 19 hits) ^E [Final Flash] 29 hits, 2798 damage
Opponent gains 2.1 ki bars



Galick Gun: 5/10
Decent and somewhat quick but nothing special. Like Kamehameha, this blast
hits multiple times making it very easy to teleport counter. Not a bad attack,
just not worth using in comparison to the rest of Vegeta's arsenal.

Final Impact: 6/10
A decent physical death move, but like Galick Gun, it's nothing special. When
fully charged or done from an aura burst, Final Impact becomes unblockable the
individual attacks are fairly easy to teleport counter. Also, since the first
few attacks can't be canceled, this move can't be used to extend combos like
Goku's Super Dragon Fist can. Again, not a bad attack, its just that Vegeta
has much better tools to work with so Final Impact really isn't worth the time.

Big Bang Attack: 10/10
After moving through the mediocrity that is base Vegeta's move list, we
finally get to an amazing attack. Big Bang is hands down the most versatile
attack in the game. While charging, the ki blast forms in front of Vegeta's
hand doubling as shield. Because of this unique charging property, Vegeta's
Big Bang Attack is the only move that can be fully charged in a combo. To
top it all off, Big Bang Attack can be canceled and linked directly into
Final Flash making it one of the dangerous attacks in the game. If you really
want to get creative, you could start using Big Bang to bait the opponent
into wasting a teleport counter or even trick them into blocking at mid range
then aura canceling it into an aura slam for a free, unblockable opening.
For all of these reasons, Big Bang Attack gets a perfect 10/10.

Atomic Blast: 6/10
Ironically, the hand gesture that makes this ki blast look bad ass is the
same thing that lowered its score. While cool looking, the blast doesn't
travel very fast and Vegeta raising his hand is a dead give of whats to come
so don't expect any surprise attacks from Atomic Blast. On a side note, it
is tempting to raise the score because of how stylish and bad ass the attack
is, but to be fair, I'd have to lower the score I gave Trunk's Buster Cannon
because of how stupid it looks.

Atomic Rush: 9/10
This physical death move comes out extremely fast, and when fully charged or
done form an aura burst, it hits really hard and becomes unblockable. Since
that attack doesn't juggle the opponent, Atomic Rush can be canceled and
linked into another combo. If you really want to bring the pain, the 6th hit
of the attack can be aura canceled allowing for some truly brutal looking
combos. Definitely Majin Vegeta's best attack.

Full Power Energy Wave Barrage: 6/10
Like all of Vegeta's other base form attacks, Full Power Energy Wave Barrage
is decent and very easy to use but it doesn't bring anything special to the
table. Without any follow up options, you won't be hitting any higher than
the 2000s for damage in a combo, and since this move has low priority, it
isn't a viable option from long range. 

Final Flash: 7/10
Moves quick and kills quick, this is the perfect attack to follow up with
after a fully charged Big Bang. The initial blast range on this attack is
huge, anything from close to mid range is hit with this attack instantly
making it a very easy ultimate to punish with. This ultimate could have
been a 9/10 easy, but sadly, it doesn't do that much damage. Hitting for
just above 1000 damage, this is one of the weaker ultimates in the game.

Final Explosion: 2/10
Worthless, completely worthless. The start up time on this ultimate is so
bad that there is no way to combo into it. To make matters worse, Vegeta
takes damage from Final Explosion making it just as dangerous to you as it
does the opponent. I'm all for accuracy to the series, but I never liked the
idea of giving Vegeta a kamikaze attack. Unless you want to recreate Vegeta's
showdown with Majin Buu, avoid this attack at all costs.

Warrior Race Awakening: 7/10
Raising defense is never a bad idea, especially when the boost increases as
your health gets lower. In the off chance you get knocked back into base form
when you are at your final bar, this Aura Burst Charge will keep you in the
fight much longer than you normally could have lasted on your own. A really
good fail safe option for Vegeta if the opportunity arises. This is a move
that could turn the tide of battle so use it wisely.

Golden Warrior: 2/10
Completely worthless, there simply isn't a power up worth using for this much
ki drain. Avoid this Aura Burst Charge entirely unless you want the opponent
to pummel the living day lights out of you.

Health Risking Attack: 7/10
Doubling your attack power in exchange for halving your defense, not a bad
trade off considering how good Vegeta's rush down game is. Just make sure
that you have the ki advantage when you trigger this Aura Burst Charge so
you don't have to waste any time defending.



Q: How do you use Warrior Race Awakening, Golden Warrior, and Health Risking

A: In order to use any Aura Burst Charge, you have to push C (left
shoulder button) and B (right shoulder button) together at the same time.
Aura Burst Charges are unique to every character and can only be used once
per match.

Q: How do I teleport behind the opponent when they attack me?

A: To perform a teleport counter, simply press forward and guard at the same
time when you are attacked.  Teleport counters consume 3 ki bars and can be
canceled into a combo by holding down guard when you teleport.  

Q: How do I teleport after the opponent when I knock them away?  Also, how 
do I do (insert special move) after the teleport?

A: To perform a pursuit attack, simply press Burst (right shoulder button)
after you knock the opponent away with any attack.  Pursuit attacks cost 1 
ki bar and can be done up to 3 times in a row.  After the 3rd attack, your
character will automatically hit the opponent with a special move.  Be 
warned, each pursuit attack gives the opponent 1 ki bar back so connecting
all 3 is extremely rare against a skilled opponent since they will most 
likely be able to teleport counter behind you for a free combo.  

Q: I keep seeing the computer recover health, how do I do that?

A: Health recovery is an Aura Burst Charge unique to Piccolo, the Buus,
Cell, Janemba, and Cooler.  The best way to deal with health recovery (and
any powerful Aura Burst Charge) is to stop the opponent from ever using it.
Close in, stay in their face, and keep the pressure on them so they never get
a chance.  In the off chance they manage to get away and use it, they will be
wide open so hit them with any long range death move, or even an ultimate
to instantly shave off some of the health they regained. Even if the 
opponent manages to heal, it is only 1500 health points, easily taken away
by another combo.

Q: The computer keeps kicking my ass in Another Road, is there any way to
deal with all of the enemies?

A: The best way to deal with the gauntlet of enemies thrown at you in Another
Road is to learn how to combo cancel.  Instead of boosting your stats with
cards and spamming >E, just learn how to combo and you'll be able to take out
3 or 4 enemies without losing a single bar of life.  No I'm not exaggerating,
the A.I. in Budokai simply doesn't know how to deal with extended combos
from charge canceling.  Once you master combo canceling, stat boosting removes
all difficulty from Another Road since a combo that hits for 2000 damage 
normally could hit for well over 4000 damage.



You can email me at if you have any questions or comments
regarding this guide. 



Dimps and Atari - For caring enough to improve the series with each game.

Nnamz - For all of your support and permission to use your faq layout

Zejitox, philff138, cml64, Brogeta, Goryus, Sjsman, vegeta1,
kekken5, EVIL CAPTIAN AMERICA, SuperShinySonic, superior13, kevinlim123,
1ssj4gogeta1 - and everyone else on the Another Road board (specifically the
tier topics) who know how to play the game and continue to contribute to the



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Copyright 2008 Josh Orolfo