INTRODUCTION 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 ADVANTAGES - 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 DISADVANTAGES - 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. ------------------------------------------------------------------------------ VEGETA MAIN STRATEGY 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. *Defending* 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. ------------------------------------------------------------------------------ COMBO SECTION *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. Legend: 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 ARE DONE AT MAX KI AGAINST GOGETA AT MAX KI*** All combos performed on the ground without booster cards in SSJ2. Beginners Section No cancel knowledge needed 1) S*, >RRS<E [Big Bang Attack] 9 hits, 1003 damage 2) S*, >>R, RRS<E [Big Bang Attack] 10 hits, 1086 damage 3) S*, >RR`S*, >>R, <SR*, RRS<E [Big Bang Attack] 16 hits, 1487 damage Intermediate Section No Burst canceling knowledge needed 1) S*, <RRRS~, RRS-, >RRS<E [Big Bant Attack] 16 hits, 1430 damage 2) S*, >RRS-, RRS-, <RRRS<E- [Big Bang Attack] (cancel at 14 hits) ^E [Final Flash] 24 hits, 2243 damage 3) S*, <RRRS~, >RR`S*, >>R, RRS<E [Big Bang Attack] (cancel at 17 hits) ^E [Final Flash] 27 hits, 2618 damage Advanced Section 1) S*, <RRRS~, >RR`S*, >>R, RRS-[AB]S, >RSS<E (first >R 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 ------------------------------------------------------------------------------ VEGETA SPECIAL MOVE RATINGS 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. ------------------------------------------------------------------------------ FREQUENTLY ASKED QUESTIONS Q: How do you use Warrior Race Awakening, Golden Warrior, and Health Risking Attack? 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. ------------------------------------------------------------------------------ QUESTIONS? COMMENTS? ADVICE? You can email me at [email protected] if you have any questions or comments regarding this guide. ------------------------------------------------------------------------------ SPECIAL THANKS 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 community ------------------------------------------------------------------------------ LEGAL INFO This 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 2008 DrunkenPilot72