XXXX XXXX XXX XXXX XXX X X XXXX XXX X X XXXXX X X X X X X X X X XX X X X X X X X X X X XXXX XXXXX X XXX X X X X X XXXX XXXXX X X X X X X X X X X X X X X XX X X X X X X X XXXX X X X X XXX XXX X X XXXX X X XXXXX XXXXX XXXXX XXXX X X XXXX XXX X X XXX XXXXX XXXX X X X X X X X X X X X X X X XXXX X X X X X X XXX XXXXX X XX X X X X X X X X X X X X X X XXXX XXX XXXX XXX X X X X XXXXX XXXXX "I won't watch this anymore!" {Gohan's Ascension to Super Saiyan 2} Teen Gohan Character Guide Dragon Ball Z: Budokai 2 (Nintendo GameCube) Version 1.10 By SSJ2 Dark ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Table of Contents: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For your browsing convenience, I've created a shortcut content feature within this guide. Simply press Ctrl + F, and type in the two character code next to the desired chapter. You'll be brought straight to that section! 1. Preface (P1) 2. Copyright Information (C2) 3. Version History (V3) 4. Introduction (I4) 5. Unlocking Teen Gohan (U5) 6. Capsule List (C6) 6a. Ability Capsules (A6) 6b. Physical Capsules (P6) 6c. Support Capsules (S6) 7. Technique (T7) 7a. Strategy (S7) 7b. Advanced Tips (A7) 8. Combos (C8) 8a. Punch Combos (P8) 8b. Kick Combos (K8) 8c. Punch/Kick Combos (D8) 8d. Advanced Combos (A8) 8e. Movement Combos (M8) 9. Thanks (T9) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Preface (P1): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Welcome to my first FAQ, a character guide for Teen Gohan in Dragon Ball Z: Budokai 2 for the Nintendo GameCube. I've been playing the Budokai series since it came out for GameCube in October of 2003. My favorite fighter has always been Teen Gohan, so I decided to compile all my knowledge and experience into this guide, so others can practice his fighting style. I have included basic capsule and combo information, but I am taking this guide one step further. Included are notes concerning fighting strategy, as well as my personal notes for every capsule, highlighting strengths and weaknesses. My goal is to provide insightful descriptions so that you, the player, can develop the best capsule setup for your particular playing style. I hope that this guide is as enjoyable to read as it was for me to write! If you wish to contact me with a question specific to Teen Gohan, you can send me an e-mail. My e-mail address is listed under my profile at GameFAQ's. I would list it here, but my account is spam-free so far, and I prefer to keep it that way. Otherwise, the GameFAQ's Budokai 2 board is excellent place to post questions. Many knowledgeable people have written in-depth guides, and veterans are often willing to help you out if asked nicely. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Copyright Information (C2): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This FAQ is copyright 2005 SSJ2 Dark (Jesse McCaffrey), and is intended for free public use. It may be printed, provided that it has not been modified with the intent to disguise the identity of the original author. Under NO circumstances should anyone generate profits with this guide, nor should I find this document on any website other than GameFAQs. Stealing other people's work is a federal and moral crime, one I take great offense at. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Version History (V3): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ V 0.50 [01-15-05] Began writing guide. Started capsule section and strategy section. V 1.00 [01-19-05] All sections complete. Submitted guide. V 1.10 [01-20-06] Created an ASCII title, refined capsule descriptions, enhanced the Technique section, reinvented the Combo section, and added the Unlocking Teen Gohan section. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Introduction (I4): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In order to become a skilled fighter, you must first be comfortable with the basics. Button commands and movement techniques are listed here, as well as some advanced button commands. This section is assuming you're using a Custom Setup based on Controller Setup 1, and your fighter is facing right. The notation for this section is as follows: Button/Joystick Inputs - Action (Symbol Used in Combos) A - Punch (P) Y - Kick (K) B - Guard (G) X - Ki Blast (E) Control Stick Right - Move Towards Opponent (>) Control Stick Left - Move Away from Opponent (<) Control Stick Right Twice - Dash Towards Opponent (>>) Control Stick Left Twice - Jump Away from Opponent (<<) B + Control Stick Up - Dodge Left (G+U) B + Control Stick Down - Dodge Right (G+D) B + Control Stick Left Twice (Hold) - Gather Ki (<>P) Control Stick Right Twice + Y - Dashing Kick (>>K) Control Stick Right Twice + X - Dashing Ki Blast (>>E) Control Stick Right Twice + [A+Y or Y+B] - Dashing Power Attack (>>P+K) A+B - Throw Opponent/Escape Throw (P+G) A+Y - Power Punch (P+K) Y+B - Power Kick (K+G) A+B+Y - Transformation (P+K+G) A+B+X+Y - Taunt (P+K+G+E) L or R - Go into Controller Options and set two button combinations you'd like to have at your disposal. Remember that you can press buttons along with L or R to create even more combinations. I chose P+G for L and K+G for R, but you can pick whatever fits your style best. Z - In Practice Mode, pressing Z alternates your Ki level between MAX and zero. The Z button has no function in any other fighting mode. No Input - Nothing (#) [Pausing is crucial in certain combos.] Final Note: You can substitute the control pad for the control stick if you want a more classic fighting experience. Also, you can press the C-Stick Down, Up, Left or Right for a Punch, Kick, Guard, or Ki Blast, respectively. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Unlocking Teen Gohan (U5): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When you start Dragon Ball Z: Budokai 2 for the first time, you probably won't have access to Teen Gohan. Not to worry, it isn't that difficult to unlock him. There are two methods to unlock Teen Gohan: 1. Defeat Cell on World 9 in Dragon World with Gohan. 2. Use Dragon Ball Z: Budokai 1 save data. (Having a majority of Budokai 1 completed raises the chances of success.) Teen Gohan can be used in Duel, World Tournament, Practice, and Babidi's Spaceship modes. Unfortunately, he cannot be used in Dragon World. His NORMAL move set includes all of his Ability and Physical capsules except Father-Son Kamehameha. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Capsule List (C6): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This section is a complete list of all capsules Teen Gohan can use. Each entry contains important data about the capsule, and my personal comments concerning strategy and usefulness. Ability and Physical capsules are recorded under this notation: * Name of Capsule Effects or Damage Ki Requirements Button Activation(s) Rarity Comments Support capsules have a slightly different notation: * Name of Capsule Effects Capsule Slot Requirements Activation Period Rarity Comments Note that there are no capsule slot requirement sections for Ability and Physical capsules. This is because all Ability and Physical capsules require one capsule slot. With that, let's get started! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ability Capsules (A6): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Super Saiyan Ascension Stage. Raises attack by 10%. Requires 3 Ki gauges. Depletes 1 Ki gauge per 28 seconds. P+K+G Uncommon The Super Saiyan stage is usually the best option against an opponent with a tough guard. Ki depletion won't exceed your Ki buildup at this level, so you'll enjoy enhanced attack power without losing many special attack options. Ascending to Super Saiyan will also break through an opponent's guard if they are within throwing range. Take advantage of this with a powerful special attack, or launch a long combo to build up Ki. * Super Saiyan 2 Ascension Stage. Raises attack by 15%. Requires 4 Ki gauges. Depletes 1 Ki gauge per 14 seconds. P+K+G Rare Teen Gohan's ultimate form is Super Saiyan 2. It is more difficult to maintain than Super Saiyan, especially against a frequent guard. You should execute high priority moves, extend them into longer combos, and finish with a special attack. Another option is to execute knock-downs like

P P >P P E / >E Common The Kamehameha should definitely be in your move list, as it is an excellent finisher in combos. Whenever possible, you should combo into a Kamehameha. That way, you'll deal basic combo damage, as well as enhance the power of the Kamehameha. Using the Kamehameha from a distance is not recommended in most situations, because an opponent can easily dodge it, and even if it hits, a quick block can severely reduce damage. An exception to this is when the Kamehameha is timed to connect with the opponent during a recovery period, such as a missed charge attack or death move. Also, there is a significant recovery period after using this move, so be cautious when inputting >E instead of a combo command. Father-Son Kamehameha Ultimate Attack. Attack Strength: 1000 / 650 Expends 4 Ki gauges. Must be Super Saiyan 2. K K >K K E Rare This is Teen Gohan's ultimate technique, the same Kamehameha that defeated Cell once and for all. With the support of his father, Gohan taps into his hidden reserves, releasing everything in this climactic blast. In addition to its visual magnificence, this move is incredibly powerful. However, with a Ki cost of 4 gauges, you won't want to be missing with this one often. Try using the >P P K # stun combo to link into the Father-Son Kamehameha; many opponents taller than you cannot block it once you've landed the first kick, though you should discontinue the combo if the third kick is blocked. Also, this ultimate involves a Ki blast duel, requiring you to input more button presses and control stick spins than the opponent for enhanced damage. The best method for charging Ki is placing your right palm over A B X and Y and your left thumb over the control pad. This method reduces stress on your controller, and gathers your movements more effectively. One of my favorite ultimates, it is quite the epic finish to a battle. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Physical Capsules (P6): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Instant Killquick Standard Chase Attack. Attack Strength: 270 / 135 Expends 1 Ki gauge. >P P K K E Common In my opinion, this attack is Teen Gohan's best move. It follows an effective base combo, does good damage for its Ki cost, and places Teen Gohan in an excellent defensive position following the move. The pause before the E hit makes this move difficult to juggle into, so you're better off going straight into the base combo. The choice button press at the end is mostly luck; just be sure to press A B X or Y, or the last hit will always miss. When fighting a computer opponent, try choosing the button they picked during the last button selection move. Usually, computer opponents won't pick the same button twice in a row. * Fierce Ranma Standard Enhanced Attack. Attack Strength: 360 Expends 2 Ki gauges. K K P P K # stun combo enables a flawless transition to the Fierce Ranma, but the timing of the kick following the pause must be accurate. When performed on the ground, this is an excellent move to put some distance between you and the opponent, giving you time to charge Ki and devise a strategy. * High-Speed Hammer Standard Ki Blast Volley. Attack Strength: 383 / 248 Expends 2 Ki gauges. P P K K E Common Always fun to watch, the High-Speed Hammer is an excellent finishing move. It deals good damage for its Ki cost, is easy to execute, and cannot be blocked once the opponent's guard has been broken. The only downside is its recovery time if missed, but you can remedy this by ending the base combo within the first three hits. Many setup combos link into the High-Speed Hammer, making it useful in numerous situations as a damage enhancer. Upon execution of this move, a Ki charge gauge appears to determine whether the tenth hit will be performed. Simply place your right palm over A B X and Y, and your left thumb over the control pad to efficiently fill the gauge, similar to the Father-Son Kamehameha. * Jackhammer Standard Throw. Attack Strength: 163 Requires no Ki. P+G Common This is a great move against enemies with short reach and those who play a close range game. Dealing 163 damage with no Ki loss is another advantage, but don't execute this move too often. It's difficult to connect with a throw, especially with Teen Gohan's limited reach. Keep this one in mind as a surprise for when your opponent approaches carelessly. You could also try the >P P K # stun combo and follow up with the Jackhammer, but your timing needs to be accurate. If you want to enhance the damage, let the opponent fall a little after the throw, then try a >P P >P P E Kamehameha. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Support Capsules (S6): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Breakthrough Double Stacks all Ability and Physical Capsules. 7 Start of battle. Special Breakthrough is a good choice for those who like a technical fight, with many move options. If you find yourself using a wide variety of Ability and Physical capsules with minimal regular attacks, go with this. Breakthroughs also increase the power of moves by 50%, a nice bonus. My personal choice, because I prefer to have every move at my disposal. * Normal Tribe Uniform / Evil Training Uniform / Evil Sturdy Uniform / Evil Mystery Uniform Increases Defense by 10% / 20% / 30% / 45%. 1 to 4 Start of battle. Common / Uncommon / Rare / Special Armor capsules are a convenient way of filling in extra slots, as you can choose how many slots to allocate to defense. However, there are usually better choices that yield more results for fewer capsule slots. Unless defense is a major part of your strategy, you may want to look at capsules like Dende's Recovery and Ultimate Power instead of these. * 1/3 Senzu Bean Replenishes 1 health gauge and 1 Ki gauge. 1 Activated upon KO. Rare This is a nice backup capsule you can get early on in Dragon World. The extra health gauge can come in handy against opponents with four or five health gauges. More importantly, 1/3 Senzu Bean can be a mental wake-up to play more conservatively, since you'll have only one health gauge left. However, this could be a wasted capsule slot if you don't take much damage. Once you gain some experience, you'll see this capsule's limitations. * Senzu Bean Replenishes all health gauges and sets Ki gauge at MAX. 3 Activated upon KO. Special The ever-powerful "Second Chance" capsule, Senzu Bean can be quite effective when coupled with a heavy Ki usage strategy, since Ki is set to MAX when activated. Similar to the 1/3 Senzu Bean, its use is rather limited, and it isn't respected well in human fights. Try to avoid this one, and focus more on powerful setups that take effect immediately. * Saiyan Heritage Increases Attack by 10% and Defense by 14% when Senzu Bean is used. 1 Activated upon KO. Special Considering how many capsule slots are necessary to implement Saiyan Heritage, you're much better off with more immediate setups. The benefits aren't worth the trade-offs in this case, since you could use the four capsule slots for strong stats in the beginnings of battles. * Viral Heart Disease Slowly depletes health gauges. Effective on both fighters. 2 Start of battle. Uncommon Half of the infamous Viral/Vaccine Combo, this capsule can drastically reduce the length of battles. A double-edged sword by itself, but coupled with Vaccine, it is a difficult setup for the opponent, unless they have Vaccine as well. This one is good for computer battles, especially if you have a fast attack strategy. * Vaccine Negates effects of Viral Heart Disease. Only self-effective. 1 Start of battle. Uncommon If you have this capsule set, then you're either using the Viral/Vaccine Combo, or you're fighting a human using Viral Heart Disease. The computer will never use support capsules unless you set them up to have them, so don't worry about the computer draining your health. This capsule won't stop health from depleting on those health drain spots in Dragon World, so you won't find yourself using this one very often. In addition, most players view the Viral/Vaccine Combo as a dishonorable tactic in battle. * Super Holy Water Increases Defense by 18%. 2 Start of battle. Rare Considering that you could set an Evil Training Uniform in place of this capsule and gain 2 extra percent of defense, you should not use this one often. Only useful in a super defense strategy, and even so, there are better capsules out there. * Dende's Recovery Reduces damage by 18%. Depletes 1 Ki gauge per 1334 points of damage. 1 Activated when damaged. Uncommon A very good capsule if you usually have a large amount of Ki at your disposal. This can drastically increase the length of battles, giving you the time you need to expose a weak spot in the opponent's defense. Dende's Recovery will prove useful with nearly any strategy, and is often better than armor capsules. Highly recommended. * Mixed Blood Power Increases Attack and Defense by 8%. 1 Start of battle. Rare Mixed Blood Power is one of Teen Gohan's best capsules, giving you enhanced Attack and Defense power with the flexibility of one slot. The effects aren't quite as significant as those offered by other capsules, but they are well worth the cost. A good capsule to round out a custom list. * Rage! / !! / !!! Increases Attack by 12% / 20% / 28% for first 10 / 15 / 20 seconds of battle. 1 to 3 Start of battle. Uncommon / Rare / Special If you have a constant attack strategy, you may want to consider implementing one of these Rage capsules. They offer a nice attack boost, but don't last very long. Finishing battles quickly, however, can eliminate these capsules' weaknesses. * Serious! / !! / !!! Increases Attack by 12% / 20% / 28% when last health gauge is reduced to 1/3 / 1/2 / 2/3. 1 to 3 Last health gauge is reduced to specified fraction. Uncommon / Rare / Special These capsules are the opposite of Rage capsules, as they take effect near the end of a battle. They can be rather risky, considering you need to maintain an iron-strong defense once your health has dropped to near KO levels. If defense is a personal strength, give these a try. They might work well with the psychological rush of the fight ending soon. * Power Near the Limit Increases Attack by 45% when last health gauge is reduced to 1/6. 2 Last health gauge is reduced to specified fraction. Special This capsule is an extreme version of the Serious capsules. At 167 health or less, one short combo could knock you out. I find this capsule a bit too risky, but if the Serious capsules seem appealing to you, try this one out in some practice duels. * Potential Increases Attack by 6%, plus an additional 6% every 10 seconds, up to 30 seconds (24% total). 2 Start of Battle and every 10 seconds up to 30 seconds. Rare This capsule is perfect for fighters who like a long, drawn-out battle. Even if the battle doesn't last 30 seconds, attack power will still increase a significant amount. If you have good defensive skills, you'll definitely want to check this one out. * Ultimate Power Increases Attack by 6% and Defense by 8%, plus an additional 6% for Attack and 8% for Defense every 10 seconds, up to 30 seconds (24% and 32% total). 3 Start of Battle and every 10 seconds up to 30 seconds. Special Ultimate Power is an enhanced version of Potential, adding defense boosts to each 10 second interval. When this capsule takes full effect, you'll have an additional 56% worth of stats, fairly distributed between attack and defense. This is the best type of stat capsule, and couples very well with double stacking capsule setups. Highly recommended. * Super Kami Water Increases attack by 24%, but slowly drains health gauge. 2 Start of battle. Rare The immediate 24% attack boost sounds good, but the health drain means you'll have to end the fight quickly, or fight with a half full health gauge. This is a capsule for more experienced players that can spot weaknesses quickly and execute long combos for 1000+ damage points. A decent capsule, but Potential is probably a better choice in most situations. * Gero's Perpetual Energy R&D Ki always at MAX, but transformations impossible. 3 Start of battle. Special This capsule can be effective with a constant attack strategy, because you'll never have to worry about Ki. The transformation restriction isn't too significant for Teen Gohan, but you'll have to rule out Father-Son Kamehameha, one of Teen Gohan's best moves. Useful in certain situations, but allocating three capsule slots to Ki limits your capsule choices dramatically. * Gero's Deflection R&D Automatically deflects Ki Blasts when fighter holds guard down. 1 Activated when guard is held down and Ki Blast approaches. Uncommon Deflecting Ki Blasts is not hard at all, and you won't be seeing many of them during your fights anyway. I strongly recommend that you do not choose this as a way out of deflecting Ki blasts; developing these skills will sharpen reaction skills that are vital in all aspects of combat. * Gero's Deflect-Back R&D Automatically deflects back Ki Blasts when fighter holds guard down. 2 Activated when guard is held down and Ki Blast approaches. Rare This one might be useful if it was effective in Babidi's Spaceship, but it won't do anything during the deflect-back stage. Once again, the reaction skills developed through Ki blast deflection are critical to fighting. * Gero's Energy R&D Raises Ki by 1/4 gauge when Ki Blast is deflected, and by 1/2 gauge when Ki Blast is deflected back. 1 Activated upon successful deflect or deflect-back. Rare Gero's Energy R&D is an interesting capsule, but once you realize you don't see too many Ki Blasts in battle, it loses its luster. It's entertaining for a few fights, but by then, you'll find a better capsule to use. * Meditation Reduces Ki consumption from moves by 1/2. 1 Activated upon use of move. Uncommon This capsule is very useful if you use moves like Fierce Ranma and Father-Son Kamehameha often. Meditation won't reduce Ki consumption caused by transformations, but it will cut Ki consumption caused by moves in half, allowing you to be much more liberal with high-cost moves. Suits counter- attack and Ki gathering strategies very well, though any strategy will benefit from this capsule. * Yakon Doubles Ki consumption from all transformations. 1 Activated when either fighter transforms. Rare This can be a very restrictive capsule if you know your opponent will transform often during the fight. An absolute deathblow to SSJ3 Goku, Yakon will severely limit Ki reserves, and since there's no way to power down quickly, your opponent can't cancel the effects for a while. Combine this with Gero's Perpetual Energy R&D, and watch your opponent struggle with 1 or 2 Ki gauges while you have unlimited Ki at your disposal. Once you've lost the element of surprise, your opponent will adapt their fighting style and you'll lose your advantage. Use this one with caution. * Chi-Chi's Wish Replenishes 1 Ki gauge per 14 seconds. 2 Start of battle. Special If you have problems gathering Ki during battles, this capsule could be just the advantage you need. You'll accumulate just as much Ki as Super Saiyan consumes, a significant rate. However, knock-downs and Ki charges are just as effective as this, and at a cost of 2 capsule slots, you might want to look at other options. * Sparking! / !! / !!! / !!!! / !!!!! / !!!!!! / !!!!!!! 10% / 20% / 30% / 50% / 100% / 200% / 400% increase in Zenie won during Tournament Mode. 1 to 7 Activated when place in Tournament is 1st or 2nd. Special If you're in need of money, Sparking capsules are the way to go. Teen Gohan has high priority combo lines, so you should be able to win Tournaments without any Ability or Physical capsules. With Sparking capsules, ring- outs are your friend, but they can also be your enemy if you're careless. Aim for lengthy combos and slowly push the opponent towards the edge, then finish with a

E death moves. It is important to master basic combos so that advanced combos can be fully realized. Advanced combos combine complete or partial basic combos into long chains, and are very useful in dealing damage and gathering Ki. Teen Gohan's advanced combos take advantage of two specific situations: the juggle and the stun. A juggle involves hitting an opponent while they are falling through the air, while a stun exploits a difference in the recovery periods you and your opponent experience after particular combos. Computer opponents higher than the average difficulty begin to use advanced combos, some of which are very long and impossible to escape. If you are bested by an opponent of this caliber, do not be discouraged. Remember that you can develop these same skills, and turn the tables on a difficult opponent. It takes a great deal of practice to use these advanced combos effectively, but once you begin to execute them intuitively, you will become a formidable warrior. The best attribute of advanced combos is their flexibility. Most advanced combos begin with a setup combo (known as the base combo), then transition to a second, and possibly third combo. There are many second combos to pair up with a base combo, so you can keep your opponent guessing throughout the battle. I have organized the advanced combos in a table, denoting each successive combo in a series. All combos of a certain level are ordered based on their effectiveness. So if you choose a particular base combo and look in the second combo column, you will find the best series at the top. The location column denotes whether the advanced combo should be used in the air or on the ground. Combos listed as Dual are effective on both levels, while a star next to the location indicates that the combo can only succeed on a certain level. The difficulty column uses a number from 1 to 5 (least to most difficult) to describe the overall skill required for the combo. Factors contributing to this grade include required timing, significance of opponent height, and length of combo. I will provide detailed explanations for difficult or important advanced combos. Finally, movement combos utilize strategic dodging, dashing, and counter- attacking into an elegant response to opponent attacks. Using these combos requires an in-depth understanding of fighting mechanics, including recovery periods, attack expectations, and damage maximization. These are the most difficult combos to master, but once their purpose is understood, you can begin to integrate strategy and combo execution into a fluid style. I do not intend to discuss every strategy available; you must take the ideas you learn here and manipulate them to form your own. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Punch Combos (P8): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ P P P P P P P >P P P >P P P P P >P P >P P P P P

K K K >K K K >K K >K ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Punch/Kick Combos (D8): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ P P K K K >P P K K K >P P >P P K P P

P K K ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Advanced Combos (A8): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |--------------------------------------------------------------------| | Base | Second | Third | Location | Difficulty | |--------------------------------------------------------------------| | >P P K | *Special* | | Ground* | 3 | |--------------------------------------------------------------------| | K+G | *Special* | | Ground* | 4 | |--------------------------------------------------------------------| | >P K K | # P K K | | Ground | 2 | | | P P P P P | # >>P | Dual | 2 | | | >P P >P P | P or K or E | Dual | 2 | | | P P K K E | | Aerial | 3 | | | P P # P K K | | Ground | 3 | | | P P # P P P P P | # >>P | Dual | 3 | | | >P P P P | # >>P | Ground | 2 | | |

>P or >>K | | Ground | 1 | |--------------------------------------------------------------------| | P P

P P >P P | P or K or E | Dual | 2 | | | P P K K E | | Aerial | 4 | | | P P P P P | # >>P | Ground | 1 | | | P K K | | Dual | 2 | | | >P P P P | # >>P | Ground | 2 | | |

>P or >>K | | Ground | 1 | |--------------------------------------------------------------------| | >P P K K | >P P >P P | P or K or E | Dual | 1 | | | P P P P P | # >>P | Ground | 2 | | | >P P P P | # >>P | Ground | 2 | | |

>P or >>K | | Ground | 1 | | | E | | Dual | 1 | |--------------------------------------------------------------------| | # K K >K K E | | Aerial | 5 | | | P P K K E | | Aerial | 4 | | | P P P P P | # >>P | Dual | 3 | | | >P P >P P | P or K or E | Dual | 3 | | | >P P P P | # >>P | Ground | 3 | | |

P P >P P | P or K or E | Dual | 2 | | | # P P K K E | | Aerial | 4 | | | >P P P P | # >>P | Ground | 2 | |--------------------------------------------------------------------| |

P P >P P | P or K or E | Dual | 3 | | | G P P P P P | # >>P | Ground | 2 | | | G >P P P P | # >>P | Ground | 2 | |--------------------------------------------------------------------| Base Stun Combo (>P P K #) This combo is Teen Gohan's primary stun combo, taking effect when the first kick is delivered. It stuns the opponent for a significant period of time, giving you a free hit. You'll be close to the opponent at this hit, so the obvious choice is a kick you can turn into a Fierce Ranma or a Father-Son Kamehameha. The follow-up move is entirely your choice, though keep in mind a >P will cause the opponent to fall immediately. Also, it should be noted that some slower attacks, such as power moves, may execute after the stun period. These attacks have a low probability of connecting, because the opponent can resume a guard after the stun. The initial forward punch gives this combo excellent speed and range. Watch for the opponent's body to begin moving upwards. Once this occurs, you should be able to launch the follow-up move. Effective in many situations, I highly recommend that this combo be mastered. Upward Kick Stun Combo (P+G #) Teen Gohan's third stun combo is quite difficult to connect, but the effort required is worth it. In comparison to the primary stun combo, your recovery period is slightly shorter, while the opponent's recovery period is considerably longer. This enables you to connect with slower moves such as # K K >K K E) Although this is the most difficult combo I've found, this Father-Son Kamehameha combo can connect against more opponents than the stun combo, and can be used in the air. In fact, this combo is easier to perform in the air, because Teen Gohan is positioned slightly beneath most opponents. First off, you must be very close to the opponent before launching the K kick. Doing so will ensure that Teen Gohan is close to the opponent at the E hit. The difficulty of this combo lies in the fact that Teen Gohan's kicks vary in height during the Father-Son Kamehameha combo. Keep in mind that Teen Gohan's first kick is level with his shoulders. Also, try to land the first kick as soon as possible, because the following kicks decrease in height until the fourth kick, which is the same height as the first kick. If the first kick is executed quickly, the fourth kick is much more likely to connect, which sets up the final hit. Upward Knock-Down Combo >P K K # P K K This is a great knock-down combo when executed properly. The initial >P K K provides excellent priority and range, while the P K K serves as a reliable finishing move. Practice the pause in the middle, and you'll get plenty of time to gather Ki with this. A slight variation to this combo is to insert two quick punches after the pause, but you do not gain much from them. Upward Kamehameha Combo >P K K >P P >P P E

    Similar to the previous combo, the >P K K breaks through the opponent's
  defense, but this combo finishes with a powerful Kamehameha. The Kamehameha
  combo should be executed as soon as possible, so practice to become familiar
  with the recovery period after >P K K.

  Upward Buildup Dash Combo
  >P K K # P P P P P # [>>P or G]
    This combo is best used as a Ki buildup, with the high priority >P K K base
  combo, and a possible knock-down at the end. You should wait for the opponent
  to hit the ground before attempting the dash attack, in case they recover.
  With good timing, your opponent will never expect the dash attack.

  Upward High-Speed Hammer Combo
  >P K K P P K K E
    The most powerful of the >P K K family, this combo ends with a devastating
  High-Speed Hammer. The second combo is best executed as soon as possible, but
  can only begin once the recovery period after the initial combo is complete.
  Once you are comfortable with this recovery period, this will become a
  valuable combo. The camera can change perspective during this combo, but
  continue to input commands rapidly. This combo has an excellent mix of range
  and power.

  Budokai 1 Kamehameha Combo
  P P 

P P >P P E This combination of two Kamehameha combos is a classic combo from the first Budokai. You can turn the last combo into a Kamehameha or a knock-back hit, depending on the situation. The Ki buildup before the Kamehameha often exceeds one Ki gauge, making this combo ideal for Ki conservation. Launching High-Speed Hammer Combo P P

>P or

P P K K >P P >P P [E or P or K or # >>P] The >P at the beginning of this combo breaks the opponent's guard faster, since it has a longer reach than a regular punch. You can knock the opponent into the air at the end, or finish with a Kamehameha for enhanced damage. One other option is to break the Kamehameha combo with a guard, and immediately follow with a dash attack. This is difficult to accomplish, but usually results in a knock-down, providing an excellent opportunity to gather Ki. Throwing Kamehameha Combo P+G # >P P >P P E My favorite combo gracefully links Teen Gohan's Jackhammer throw into a Kamehameha. The transition is flawless as long as you realize when the throw sequence ends. You should wait for the opponent to fall slightly after the throw, then execute the Kamehameha combo. An excellent combo to deal a large amount of damage for one Ki gauge. Throwing High-Speed Hammer Combo P+G

> or >E or >>P+G or >> # >P P K # or etc] There is one weakness that all opponents share, and it is a dodged death move. All death moves involve a significant recovery period after execution, especially when the >E command is used. A carefully timed dodge will enable you to avoid damage, and take advantage of this down time. There are numerous options available to you, depending on your distance from the opponent. A >E Kamehameha is a safe bet, as its speed and range are unparalleled. Another option is a dashing throw. As soon as the dodge is complete, dash towards the opponent, and input P+G once Teen Gohan begins to slow down. If you'd like more variety, you should try the dashing stun combo on the ground. Similar to the dashing throw, you input the >P P K # combo as Teen Gohan slows his dash, following this with a move of your choice. Ultimately, a >E or >> followed by any combo are all good choices, so experiment and find your favorite counter- attack. Dashing Guard Combo >>G [<< or U+G or D+G or G] Teen Gohan has limited reach and few long-range attack options, so you should minimize the distance between you and the opponent to maximize damage. This movement combo is a good tactic to close large gaps after knock-backs and death moves. It involves dashing towards the opponent, and canceling the dash with a guard as you reach the opponent's range of attack. This can set up for an easy counterattack while reducing the chance of taking damage. To use this technique effectively, you need fast reflexes for the cancel, and a good knowledge of each fighter's range of attack. A slight variation to this movement combo involves performing a side dodge in place of the guard cancel. This is more risky than a guard cancel, but can set up a much better counter- attack opportunity. One weakness of these maneuvers is a >E death move from the opponent, as you'll have little time to dodge. If you are close to the opponent, an immediate guard is your best course of action. However, if the distance is moderate, a side dodge will often succeed. Reading an opponent's movement is vital to the proper execution of this technique. Knock-Back Dash Attack Combo [>P P >P P P or P P P or ect] >>[P or K] Teen Gohan benefits from amazing speed, allowing him to continue an attack combo even if the opponent is knocked away into the air. Once an upward strike is complete, dash towards the opponent, and finish with a dashing attack. It is possible for the opponent to dodge the attack, but it requires perfect timing after a recovery period, which is very difficult. If you are fortunate, your dashing attack will cause a guard break, giving you an excellent opportunity to launch a combo attack. Shifting Dash Combo << >>[P or K or P+K] A back dodge is the most effective method to avoid damage, as it covers the greatest distance, and has little delay. While your opponent is recovering from a missed move, you have the opportunity to launch a counterattack. A good choice is a dashing attack, because you'll close the gap created by the back dodge, and most opponents won't be expecting a fast attack. However, this movement combo is weak against death moves and Ki Blasts, since you cannot guard while dodging. Try to read your opponent strategically, watching for motions that denote a charge attack. These will be your opportunities to dodge and counterattack. Remember that your speed can always beat their power. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Thanks (T9): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Atari: For creating the excellent Budokai games. Akira Toriyama: For writing the great anime series known as Dragon Ball Z. CJayC: For making such an awesome website for all of us gamers to share our knowledge on. The Readers: For taking the time to read my guide! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * * * * * * * END * * * * * * * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~