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Dragon Ball Z: Shin Budokai
Author- Nnamz25@hotmail.com
Version 1

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INTRODUCTION

Future Gohan got me pretty hyped for this game. As far as I know there hasn't 
been a DBZ game where he was a playable character (And no, DBZ Sagas doesn't 
count as a video game...) so this is really the first time we get to play as 
him. At first, I was worried that he'd simply be another costume of Gohans. 
Then when that rumor was debunked, I was worried that he'd simply be a clone 
of Gohan and have all the same chains and moves. All this was dispelled when 
I picked up this game and started playing as him. He plays nothing like Gohan,
or anyone else in the game. Dimps even gave him unique chains and animations 
so they really did put effort into him. Overall, he's a very decent character 
in this game. Finally, we can all play a Gohan that doesn't suck.

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GOHAN'S ADVANTAGES

- His counter move, Evasive Kick, is very useful. It makes it so that his 
opponent simply has one more thing to worry about when attacking him, and 
could potentially throw his game off. (However like all attacks that cost ki, 
don't abuse it)

- Spirit Shot is an excellent death move. It travels across the screen very 
fast, does decent damage and comes out very fast. But the kicker is that it's 
invisible. It's hard to time a sidestep for it if you can't see it traveling 
at you. It's one of the only death moves which you could throw out once in a 
while and see what happens. (Again, it costs ki. Don't abuse it)

- Elder Kai unlock ability grants a high attack % and a baseline ki of 5.

- Last Ditch Power is a great Burst charge. It grants an extra 50% of attack 
power in exchange for gradual ki loss for 10 seconds. However this ki loss 
doesn't actually happen, whether it is a glitch or a typo in the move list, 
Future Gohan gets this attack boost for free. With this burst charge active, 
Gohan's all of Gohan's combos increase by 50% in damage, putting his max 
damage combo at over 3100.

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GOHAN'S DISADVANTAGES

- The last hit in his SSSS* stun chain doesn't seem to nullify at all, 
limiting his rushdown capabilities. All other hit's do nullify though.

- While fighting airborne Gohan loses the effectiveness of a lot of his stuns 
and some compromises have to be made, reducing the damage he could do with a 
combo in the air.

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GOHANS MAIN STRATEGY

*Gohan's 2 best forms are his SSJ1 form and his Elder Kai Unlock form. Don't 
use base or SSJ2. More on that later*

Gohan's main combo starter is his "SSSS" chain. The first hit of that chain is 
rather slow, but has some nice priority on it so you shouldn't be beaten too 
often by other starters. You'll have to get in pretty close for it though 
since it lacks a lot of range some other S starters have. There are 2 points 
of stun within the "SSSS" chain. "SS* or -" and "SSSS*". Use SS- when you 
really don't have the time to continue the full chain and need to get into 
your Ultimate quickly, or if you hit your opponent with it quickly while they 
were able to TC and want to land your Ultimate on them for not reacting quick 
enough. (Since discernment can't be used on Super Kamehameha) When you do 
have the time however, try "SS'SS*". Since SS is a stun you have enough time 
to fully charge the following "S" after it to maximize damage.

The two middle S's in "SSSS" have very short charge up times and have nice 
priority. So against blocking opponents try fully charging those strikes 
instead of the last one, which is much slower, more obvious and has less 
priority against attacks. If they avoid the 2 charge strikes then cancel the 
last hit and be safe. Don't risk it.

Gohan's highest priority move is his >S. Throw that out every once in a while 
when you're defending yourself when low on ki and charge up after it hit's.

WHEN TOUSE FUTURE GOHANS BURST CHARGE

Using this power when you're low on ki and need to defend yourself is a waste.
Your opponent won't stop attacking you if they have the ki advantage just 
because your attack is high. Attack % means nothing if someone can just 
perform discernments on you and nail you from behind. Then again, when you 
have the ki advantage and you activate it, your opponent will go all out on 
defense and not give you an inch for fear of getting hit by your Ultimate 
attack when your attack% is at 186%. You won't just be able to walk right and 
dish out a combo on them, and the fact that Gohan's rushdown game is only 
average doesn't help.

The best advice I could give is to really mix it up with this on. Don't always
go for charge attacks in his "SSSS" chain and hope you break through his 
defenses and land a combo. With Last Ditch Power active things as simple as 
grabs will do over 400 damage to your opponent. Your opponent will be so 
focused on your dangerous S chains that they probably won't see it coming. 
And 3 grabs = 1200 damage, which isn't bad at all. After a few of those your 
opponent will probably want to vary his defense, which will open up windows 
for your "SSSS".

I suppose the best time to actually use it is when your opponent is fatigued. 
That way you have ample time to actually perform the move and more then enough
time to complete the whole combo on them with the power up active. However 
this doesn't happen very much at high level play, so don't always wait for it.
The best way I found to get someone fatigued is to grab them right after they 
used a discernment cancel on me when they had less then 4 ki bars. Grabbing 
them in this case counts as a hit when they have less then 1 ki bar, which 
will always reverse transformations and can be reversed, and depending on the 
damage they've taken, will cause them to become fatigued.

HOW TO USE EVASIVE KICK EFFECTIVELY

As I said before, Evasive Kick is a very useful move if used properly. Upon 
seeing what it does, people usually just try to spam it and hope to catch all 
attacks. DO NOT do this. It doesn't work on the com at a high difficulty level
and is doesn't work against anyone with a brain in adhoc or Xlink Kai. It is 
very easy for your opponent to cancel their move into a death move or even an 
ultimate and nail you before you could cancel it.

It's best to feel out your opponent first. If they use lots of rush attacks, 
don't charge a lot of their strikes or simply charge them too fast you really 
aren't going to have enough time to use it. However when facing someone who 
uses lots of slam attacks and charges them a lot, especially against ones who 
have long wind up times, this move becomes useful. It can be used to interrupt
a slow chain of strikes and punish someone who constantly abuses fully charged
attacks. Again, this move costs ki, and not only that, if your opponent 
anticipates it you're in a world of hurt. So vary your defense. Sidestep some 
slow charges or Aura Burst backstep some of them too. Use Evasive Kick once 
in a while to throw them off, but it should be by no means used as a "Just 
Defense".

WHAT SHOULD I USE? SSJ OR ELDER KAI UNLOCK ABILITY?

SSJ gives Future Gohan access to two great death moves, Evasive Kick and 
Spirit Shot. However the attack % bonus he gets isn't all that great compared 
to some other transformations and his Burst charge in the from "Golden 
Warrior" is useless. It grants a high power bonus at the cost of depleting 
your ki. But unlike his Elder Kai unlock form, IT ACTUALLY DRAINS IT!!! <_< 
Your attack will go down for every ki bar you lose too, and after 10 seconds 
all your ki is gone and you're at the mercy of your opponent. 

Elder Kai Unlock Ability gives Future Gohan a nice attack boost and a high 
baseline ki of 5 bars. It also gives him access to the power death move 
"Z Sword" which does 660 damage UNCHARGED, which is pretty nuts. He also gets 
Last Ditch Power, which I talked about before. However his Kamehameha death 
move really isn't anything special especially compared to his SSJ Spirit Shot 
move. Also, although Z Sword is a good move, Evasive kick does have more uses 
and is more useful in battle.

So which one should you use? Well....BOTH! It depends on who you're fighting.

- When fighting against characters like Trunks, Piccolo, Broly and other 
characters with big reach and long wind up times, Evasive Kick becomes too 
important a move to not have in your arsenal. Use SSJ against characters like 
this.

- When fighting against characters like Krillin, Kid Buu, Pikkon, Cell or 
other characters that are great at up close fighting and have short charge 
times on their starters, the use of Evasive Kick diminishes and the attack 
bonus and great burst charge of his Elder Kai form become greater assets. Use 
the Elder Kai Unlock Ability form against characters like these.

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COMBO SECTION
(Canceling? Stunning? Juggling? Burst Canceling? If any of these words are new
to you or you simply do not know what they mean or how to perform them then 
read Goryu's Cancel Combo Guide found at this link: 
http://www.gamefaqs.com/portable/psp/file/924588/42016 then proceed to the 
beginners section)

***ALL COMBOS ARE DONE AT MAX KI AGAINST GOGETA AT MAX KI***

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

Beginners section
(Cancel knowledge not needed)

SSJ
#1. SSSS*, RRR>R>E [Spirit Shot] 9 hit's, 1027 damage. Opponent gains .5 of a 
ki bar

Elder Kai Unlock Ability
#2. SSSS*, RS<E [Z Sword] 7 hit's, 1145 damage. Opponent gains .4 of a ki bar

Intermediate Section
(Burst Cancel knowledge not needed)

SSJ
#1. SS'SS*, >>R*, >RRRS-, <R<RS-, RRR>R*, <S<R.>E [Spirit Shot] 19 hit's, 
1511 damage. Opponent gains 1.2 ki bars

Elder Kai Unlock Ability
#2. SS'SS*, >>R*, >RRRS-, <R<RS-, RS<E [Z Sword] 15 hit's, 1655 damage. 
Opponent gains 1.1 ki bars

Elder Kai Unlock Ability
#3. SS'SS*, >>R*, >RRRS-, <R<RS-, RS-, /\E [Super Kamehameha] 22 hit's, 2295 
damage. Opponent gains 1.1 ki bars

Advanced Section

Normal
#1. SS'SS*, >>R*, >RRRS-, <R<RS-, RS-[AB]S*, /\E [Special Beam Cannon] 16 
hit's, 1803 damage. Opponent gains 1.6 ki bars.

Elder Kai Unlock Ability
#2. SS'SS*, >>R*, >RRRS-, <R<RS-, RS-[AB]S*, /\E [Super Kamehameha] 25 hit's, 
2420 damage. Opponent gains 1.6 ki bars


As usual (but especially in Gohan's case since I'm on the verge of 
uncovering some new combos) more updates to come.

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Special Thanks

CJAYC - For creating the n00b infested boards in which the depth of this 
series was created.

Dimps - For continuing this series.

Drunken Pilot, Zejitox, philff138, cml64, Brogeta, Goryus, Sjsman, vegeta1, 
kekken5, EVIL CAPTIAN AMERICA, SuperShinySonic, superior13 - and the rest of 
the users on the Shin Budokai: Another Road board who give a damn about the 
games depth.

Copyright 2006 Nnamdi Wosu