Teen Gohan by SSJ2 Dark

Version: 1.10 | Updated: 01/20/06 | Printable Version

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                         "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
  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 (<<G)

  Control Stick Right Twice + A - Dashing Punch (>>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,

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

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)

    Support capsules have a slightly different notation:

    * Name of Capsule
      Capsule Slot Requirements
      Activation Period

    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.
  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.
  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 and P K K, following up with a long Ki charge. These combos can give
    you the time you need to gather enough Ki for an ultimate attack.

* Kamehameha
  Standard Death Move. Attack Strength: 250
  Expends 1 Ki gauge.
  P P P P E / >P P >P P E / >E
  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
  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
  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 <K E
  This is an impressive move, but its Ki cost is slightly heavy for its damage.
    Since Teen Gohan's range of attack is limited, this can be a difficult move
    to perform, especially against opponents with a larger range of attack. The
    >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
  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.
  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.
  Start of battle.
  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.
  Activated upon KO.
  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.
  Activated upon KO.
  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.
  Activated upon KO.
  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.
  Start of battle.
  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.
  Start of battle.
  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%.
  Start of battle.
  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.
  Activated when damaged.
  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%.
  Start of battle.
  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.
  Last health gauge is reduced to specified fraction.
  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).
  Start of Battle and every 10 seconds up to 30 seconds.
  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).
  Start of Battle and every 10 seconds up to 30 seconds.
  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.
  Start of battle.
  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.
  Start of battle.
  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

* Gero's Deflection R&D
  Automatically deflects Ki Blasts when fighter holds guard down.
  Activated when guard is held down and Ki Blast approaches.
  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.
  Activated when guard is held down and Ki Blast approaches.
  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.
  Activated upon successful deflect or deflect-back.
  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.
  Activated upon use of move.
  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.
  Activated when either fighter transforms.
  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.
  Start of battle.
  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.
  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 <P P to seal the win.

Technique (T7):
    Super Vegito once said, "It takes more than eyesight and a strong arm to be
  a warrior." If you want to defeat enemies without constant guard-breaks and
  Kamehameha Waves, you need to develop your own personal strategy, based on
  your unique strengths. Give Teen Gohan most of his moves, and spend some time
  in Practice Mode. Decide which moves you like to use, and build a capsule
  setup around them. Then experiment with Support capsules, choosing the ones
  you benefit from most. Once you've got a good setup, refine your combo skills
  and become comfortable with all of Teen Gohan's combo lines. When you know
  Teen Gohan's fighting style well, you'll start executing moves intuitively,
  and you'll break through the opponent's defenses faster. The Strategy section
  is a listing of various fighting strategies. These are intended to inspire a
  personal strategy. Next, the Advanced Tips section includes general fighting
  tips that are useful in gaining an edge in battle.

Strategy (S7):
- Constant Attack
    If you do well on those spots in Dragon World that disable guard, this may
  be a good strategy for you. In order for this to work, you need to overwhelm
  your opponent with an endless barrage of attacks. Fast attacks like
  Kamehameha and Instant Killquick are an integral part of this strategy, as
  they expend little Ki, and are easy to combo into. Dashing and quick dodges
  should be your main methods of avoiding damage, as blocking reduces Ki
  significantly, and gives your opponent time to breathe. You'll need fast
  reflexes and good combo skills to implement this strategy, since you must
  read the opponent's movement accurately. Try a double stacking and/or attack
  raising capsule setup for optimum performance.

- Knock-Down Charge
    This strategy is for those who build their Ki to the maximum level, then
  unleash a devastating ultimate or sequence of physical attacks. It's
  important to remember that most enemies won't let you charge Ki forever, so
  you'll need to utilize knock-down moves like <P P and P K K to disable the
  opponent, giving you time to gather Ki. Spotting openings in defense is
  crucial, as most knock-downs have a significant recovery period. For capsule
  setups, limit your one Ki gauge attacks, and focus on spectacular finishers
  like Father-Son Kamehameha and High-Speed Hammer. Ki suppressors and combat
  spirit enhancers work well with this strategy, since you'll need to gather Ki
  quickly to fuel these high-cost moves.

- Counterattack
    My personal favorite, Counterattack involves watching for opponent recovery
  periods, and taking full advantage with a lengthy combo. To do this, you'll
  need to spend time fighting against every character, becoming familiar with
  their main combo lines and weak points. This is much easier to accomplish
  with computer opponents, as they tend to repeat attack patterns. With human
  opponents, however, you must quickly adapt to their fighting style, and
  expose their weaknesses. This strategy can utilize many move pools; you can
  use low-cost Ki attacks after every combo, or you can build up Ki in the
  combos for a climactic finish. Defense capsules like armors and Dende's
  Recovery will help reduce damage incurred while waiting for an opening.

Advanced Tips (A7):
- Ki Charge Gauge
    Many people believe that the control stick is the only method in gathering
  Ki for charge attacks like High-Speed Hammer and Father-Son Kamehameha. In
  fact, there are multiple ways to gather Ki. Most inputs on the controller
  will gather Ki, including the control stick, C-stick, control pad, and
  A B X and Y. My recommended method for gathering Ki is to rotate your left
  thumb over the control pad, and repeatedly hit A B X and Y with the firm
  section of your right palm. Not only does this method collect Ki quickly, but
  it reduces stress on you and your controller. The control pad and buttons
  have a smaller range of motion than the control stick, meaning that your hand
  movements are gathered more efficiently.

- Throw Guard
    P+G executes a throw, but it also defends against a throw if used while an
  opponent is attempting to throw you. Any computer opponent equipped with a
  throw will use it quite often, and most experienced human opponents will use
  it in close proximity sparingly. A way for you to create a constant guard
  against a throw is to assign P+G to L or R. When an opponent approaches you,
  hold the guard button down, and press L or R frequently. Each time L or R is
  pressed, you will create a throw guard without executing the throw. However,
  if the opponent hits you with a physical attack while you are creating a
  throw guard, you will execute the throw. You can use this to your advantage
  when the opponent uses a Power Punch or Power Kick, as these attacks have a
  significant recovery period, which is when you want to use a throw. 

- Deflecting Ki Blasts
    Ki blasts are an infrequent sight most of the time, but occasionally, a
  novice opponent will barrage you with Ki blasts. Guarding will prevent all
  damage, but sustained guarding can decrease Ki reserves significantly. A
  better choice is to deflect, or even better, deflect-back the Ki blast.
  Pressing the guard button as the Ki blast is about to connect is much easier
  said than done, but there are some guidelines to help. First, you must feel
  comfortable with your fighter's range. Teen Gohan's range is limited, making
  Ki deflection difficult, but not impossible. Watch for the Ki blast to near
  his outstretched hands before guarding. Also, remember how fast Ki blasts
  move. Knowing this will aid you in guarding at the precise moment. Finally,
  if an opponent is shooting Ki blasts from a distance, you should consider a
  deflect and dash. This involves deflecting one Ki blast and dashing towards
  the opponent. Ki blasts are automatically deflected while a fighter is
  dashing, providing defense while limiting your opponent's offense.

- Ascension Power
    While ascending to a Super Saiyan stage raises attack power, it also has
  two hidden advantages. If you watch Teen Gohan ascend while repeatedly
  pausing, you'll notice that he turns white for a brief moment. When this
  occurs, Teen Gohan can break the guard of a nearby opponent, resulting in a
  great opportunity for a strong combo. Secondly, while Teen Gohan is white,
  he is invulnerable to all attacks, including the final hit of an ultimate
  move. If used correctly, you can use ascensions to launch surprise assaults
  while evading damage. Depending on the opponent and situation, you may want
  to save ascensions for key points in battle.

- Variable Offense
    Some combos are more powerful than others, but if they are used repeatedly,
  it becomes easy to defend and counter them. This is why having a variable
  offense is important. If your opponent knows what to expect, you will have
  a difficult time connecting with your attacks. It can take long hours of
  practice to intuitively switch from combo to combo, but you can take a few
  steps to accomplish this in little time. First, memorize a few powerful main
  combos such as P P K K E, >P P K K E, and >P P >P P E, including their button
  executions, ranges, and relative powers. Next, find short setup combos that
  can link to your main combos such as >P K K and P P <P P. In battle, choose
  a particular combination and use it until the opponent seems to catch on.
  Then, either vary your combo with a setup combo, or switch to a new main
  combo. Your opponent will defend against the previous combo, but you will
  surprise them with a new combo. Repeat and cycle through your main and setup
  combos as necessary. If you are planning on using a finishing move, be
  certain that you have not used the finishing move combo recently, or the
  chances of its success will be limited.

Combos (C8):
    Special attacks are useful in their own right, but most strategies utilize
  basic attacks as their most plentiful source of damage. You'll be most
  effective with Teen Gohan when you know all of his combos, and can perform
  them instinctively. Practice Mode against a match opponent is the best for
  this, as you'll learn which combos to perform under which circumstances.
  This section contains three main chapters: basic combos, advanced combos, and
  movement combos.

    Basic combos are short strings of punches and/or kicks that do not require
  much setup to connect. There are three groups of basic combos: punch, kick,
  and punch/kick, depending upon the commands in the combo. Many basic combos
  link directly to special attacks, and are likely to be discovered by a novice
  player. Computer opponents up to the average difficulty typically execute a
  mix of basic combos, power attacks, and >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 <P P
  <P P

Kick Combos (K8):
  K K K
  <K K
  <K <K
  K K >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 P K
  P K K
  >P K K

Advanced Combos (A8):
    |    Base    |     Second      |    Third    | Location | Difficulty |
    | >P P K     | *Special*       |             | Ground*  |     3      |
    | <K         | *Special*       |             | Dual     |     4      |
    | >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 P            |             | Dual     |     2      |
    |            | <K K            |             | Dual     |     2      |
    |            | >>P or >>K      |             | Ground   |     1      |
    | P P <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 P            |             | Dual     |     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 P            |             | Dual     |     2      |
    |            | <K K            |             | Dual     |     2      |
    |            | >>P or >>K      |             | Ground   |     1      |
    |            | E               |             | Dual     |     1      |
    | <P+K       | > # 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            |             | Dual     |     3      |
    |            | <K K            |             | Dual     |     3      |
    | P+G        | >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         | <K K            |             | Dual     |     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 (<K #)
    Teen Gohan's second stun combo is very similar to the first, with one
  striking difference. This combo can be used on the ground as well as in the
  air, giving Teen Gohan a valuable ability. However, there are a few drawbacks
  to this combo. Its range is shorter, and it can cause an opponent to fall to
  the ground if executed during an opponent's attack. Wait for the opponent's
  recovery period to end, then immediately execute the combo. Speed and stealth
  are key to connection. As for options after the stun, use the same discretion
  as you would with the first stun combo.

  Power 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
  <P+K, and prevents the opponent from launching a counterattack. This stun
  combo is inherently defensive, because the guard button is used during the
  attack. If you begin to doubt the success of the move, simply continue to
  hold the guard button after contact, and you can immediately follow up with a
  guard. A dodged death move at a short distance creates a perfect opportunity
  for this attack.

  The Father-Son Kamehameha Combo (<P+K > # 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 <P+K in order to
  minimize the duration of the next input. This can be achieved through two
  methods. If you are on the ground, the Power Kick Stun Combo provides ample
  time for the opening Power Punch. If you are in the air, the Dodge and Dash
  Combo should provide a good setup. Both of these methods will set you close
  to the opponent during their recovery period. Next, advance towards the
  opponent until they begin to fall. Finally, execute the Father-Son Kamehameha
  combo. If your timing is just right, you will connect with the entire line.
  To enhance the success of this combo, continue to hold the control stick to
  the side after 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 >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 P P P K K E
    The P P <P P combo launches the opponent slightly into the air, and a great
  follow-up is the High-Speed Hammer. Note that this combo is not effective
  against smaller opponents, because the opponent is sent too far away after
  the initial combo. The absence of a recovery period in the middle of this
  combo is an excellent property, as well as a rarity among juggle combos.
  Although the camera may switch perspectives during this combo, continue to
  input commands. You will connect with the final attack as long as the High-
  Speed Hammer combo was executed quickly.

  Launching Knock-Down Combo
  P P <P P # [>>P or <P P]
    Ki charges are most effective when prefaced by a knock-down attack, such as
  this combo. Proper timing of the second attack can mean the difference
  between a knock-down and a knock-back, so wait until the opponent is nearly
  on the ground before executing the final attack.

  Instant Kamehameha Combo
  >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 <P # P P K K E
    A variation of the previous combo, this one finishes with a High-Speed
  Hammer for even more damage. The throw should be immediately followed by a
  uppercut punch. Next, you must advance towards the opponent until they begin
  to fall, then execute the High-Speed Hammer. The timing of the advance is
  difficult, and near impossible for smaller opponents. Practice this one a few
  times before trying it in battle.

  Uppercut Kick Combo
  <P <K K
    If you want to take your fight to the air, this is a quick combo to do it
  with. <P has good priority and speed, both of which are necessary qualities
  in an opening attack. As long you can time the <K kick properly, you'll
  always be able to take the fight to the skies.

Movement Combos (M8):
  Dodge and Dash Combo
  [U+G or D+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-

  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 <K K or P P >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

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!

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