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    Adult Gohan by df_345

    Version: 1.0 | Updated: 06/13/05 | Printable Version | Search Guide | Bookmark Guide

    Dragon Ball Z: Budokai 3
    Adult Gohan FAQ and Guide
    Table of Contents:
    1 - Intro
    2 - Bio
    3 - Pros and Cons
    4 - General Information
    5 - General Strategy
    6 - Cancel, Stun, and Juggle Combinations
    7 - Useful Capsules, Set-ups, and Strategies
    8 - Character Match-ups
    9 - Outro
    1 - Intro
    Before I begin, there are a few things I want to make clear. First of all, this
    is not one of those character FAQs where I list all the capsules and how much
    damage deathmoves do. In my opinion, that is the most shallow way of describing
    a character and doesn't even begin to cover all the depth and ability a
    character has. It doesn't tell you anything about the character or how to play
    the character well, so I won't be doing that. I'll list a few useful capsules,
    but if you're looking for an extensive list of capsules, or anything of that
    sort, you won't find it here.
    Also, I'm not trying to tell everyone how to play, or get you playing a certain
    way. I'm trying to get you THINKING a certain way. There is a lot of depth and
    strategy in this game, like any other fighting game, and until you're thinking
    a certain way, you won't be able to progress. I will present concepts and
    techniques used at high level play that you should learn, but you really just
    have to kinda develop your own style, and just go with it.
    The object of any strategic game is to control as much of the game as possible.
    You want to deplete all of your opponent's life bars, and they want to do the
    same to you. There is no one way that works best, or step by step method for
    how to do it, but there is a certain fluidity to a strategic style of play, and
    that is the essence of any good fighting game. Everything you practice should
    flow smoothly, and if it isn't, you're either doing something wrong, need to
    practice more, or you've come across a situation you were unprepared for, and
    you won't be able to react quickly and efficiently to it again until you
    confront it.
    2 - Bio
    Soon to come.
    3 - Pros and Cons
    Gohan's Strengths:
    -He has a reliable combo platform, which is his most vital attribute.
    -He is by far the most damaging character in the game. He can get an instant
    win in one combo, without attack upgrades, quickly and efficiently.
    -He has some of the best capsule set-ups in the game. See useful capsules for
    more detail.
    -Great transformations. They give him nice upgrades in ki and attack power,
    with bearable slot usage and ki guages need to transform, as well as give him
    nearly unavoidable guardbreaks, off of which he can deal very high damages.
    -He is not transformation dependent. This is a great advantage over many
    characters, who need their transformations to use their deathmoves or gain
    various other advantages, because it means he can use Yakon on them. Having
    such a powerful level two deathmove and not having to transform to use it means
    he can do it early in the match, and doesn't have to worry about the Yakon.
    -He has the best level two deathmove in the game. It is a melee attack, which
    means he gains ki when he uses it. He can also cancel it, making it comboable,
    and it is also an infinite in the air, which is where his high damage comes
    Gohan's Weaknesses:
    -While his combo platform is reliable, it still leaves a lot to be desired. He
    is not very versatile, and has a mediocre offensive combo starter, which means
    he is at a disadvantage against defensive characters. He has no safe defensive
    starter himself, so he will also be at a disadvantage against characters with
    longer reach, and he also has no close range P starters, so he won't fare well
    against characters that do, or characters that have a comboable throw.
    -Although he is the most damaging character in the game, he completely relies
    on his level two deathmove to unleash high damage combos. This is a problem
    against many characters if they can equip a ki-based defense capsule, and also
    means he needs to use excessive amounts of ki for higher damage combos.
    -His Meditation capsule lessens his ki expenditure considerably, but the fact
    that his level two deathmove eats so much ki makes him somewhat reliant on it.
    He is also reliant on it at high level play, since there are many characters
    with many advantages over him. Without his exceptional capsule setups, he'd be
    a somewhat mediocre character in general, comparable to characters like Bardock.
    -Small characters with high combo resistence are nearly impossible to land a
    good combo on with Gohan. On the ground, his main starters whiff at close
    range, and his nuetral starter whiffs at long range. Since he cannot fight on
    the ground with them, he has to take to the air, so they are all pretty safe
    from him on the ground. Fortunately, there are only a few characters like this
    he'll have a problem with.
    So you see, Gohan is a great character, but he is far from perfect. His saving
    grace is his high damage output. He only needs to land one combo (or two with
    seven life bars) to win a match, while most characters need at least two or
    four. His capsules also go a long way, because without them, he couldn't even
    compete against a few characters in the game, high damage or not.
    4 - General Information
    Here are some useful combo strings for making combos:
    <K (only as counterattack or from behind)
    K<K (or K<KP-)
    >PPPP>P (infinite)
    PPKK (infinite, but doesn't combo on it's own)
    KK>KKE- (infinite)
    All his cancels are safe starters, and most of his stuns and juggles have safe
    follow-ups. However, his cancel combo strings will tend to be his main combo
    starters. You'll really only use a few of these strings in actual combination
    attacks, but the fact remains that they are still there. Here are some various
    useful combo strings...
    Launcher Strings:
    <P >P
    The launchers will become your best friend once you start learning how to play
    Gohan more effectively. They both nullify without any wind-up time, they are
    both chargeable, and therefore can be cancelled and used for mind-games, as
    well as for launching someone. They are the core of what little defense Gohan
    has, and they play a big part in various ki-control strategies. For now I am
    not going to cover defensive play, since Gohan isn't really a defensively based
    character, so for more details, check out my Android 18 FAQ.
    The launcher strings all have a few things in common. First of all, they end
    with a chargeable attack. This is what makes them safe, as well as versatile.
    On most of them, the last hit nullifies, so it's also good for playing
    mind-games with an opponent. Gohan's only guardbreaks are his dash+K on the
    ground, dash+P in the air, and his transformations. His level two deathmove is
    a guardbreak, but only a few hits actually land, and it doesn't combo.
    Soaring Dragon Strike
    I thought I'd make a special section about this move, since it seems to be the
    main difficulty people face with Gohan. First of all, the timing has to be
    perfect to pull off five SDS chains. It will require a lot of practice to be
    able to do this, and to get it consistently, but it will be worth it to see the
    looks on people's faces when you kill them in one combo. First of all, I
    recommend cancelling with the shoulder K+G button, or setting a shoulder button
    to guard so you can do this. It allows you greater dexterity, and the button
    can be depressed and released faster. Second, you can't start the second SDS
    too fast, or you'll just do a K+G attack. Once you get the rhythm down,
    practice it until you don't have to think about it. Lastly, you should cancel a
    little after the second to last hit. The important thing is to be calm, and not
    try to rush it. Sometimes it seems like your opponent deceptively close to the
    ground, but they won't fall right away, so be calm and patient.
    Even if you can't pull off five SDS strings in a row, it does not mean you
    can't play Gohan effectively. He can still be very damaging with two or three
    in a row. You can start a juggle after the first string by cancelling to a >K,
    and then switch to one of his other infinites to lengthen the combo and get
    some extra damage, and still pull off over 2000 damage with only two SDS
    strings. You can also cancel and transform the SDS for a juggle and switch to
    your >PPPKE- for the following hit, or your >PPPP>P infinite. This makes it
    possible for people who can only get two or three SDS in one combo to get five
    or six, fairly easily. If you do not have the patience to learn his instant
    kill combos, this is a good alternative. You can still get an instant kill this
    way, so if you only transform during the combo, it won't matter if your
    opponent equipped yakon, or if you did yourself.
    5 - General Strategy
    The one thing you have to be able to do before you will ever win a match, is
    land an attack. Obviously, the most damaging attacks are the best, and the most
    damaging attacks are combinations. Meaning, to do any real damage in this game,
    you have to be able to land a combo starter. You can try landing ultimates, but
    you have to go hyper, and even if you could get close enough to land an attack
    before your ki wears down, you have a very slow attack that eats the rest of
    your ki, and if you miss, your opponent gets a free hit. If you miss with a
    combo starter, nothing happens, except you gain some ki, then you try again.
    I suppose you could try using deathmove strings as well, but spamming PPPPE
    only goes so far at a minimal level of play. If you can land one combo starter,
    you can take away over three bars of your opponent's life, easily. Think about
    that for a second...Kamehameha does 375 damage at the end of a combo, and my
    most damaging combo done at base form does over 3000...even Gohan's ultimate
    doesn't even come close to that. I have some setups that even allow you to pull
    off 4400+ damage in one combo. So from now on, Kamehameha does not exist, and
    ultimates/dragon rush do not exist unless it is in a low level of play. Gohan's
    most effective weapon, and the only weapon he needs, is his Soaring Dragon
    The core of Gohan's combo starting abilities is his offensive play, so I'll
    start with that. His main offensive starter is his >P, but you can use his <P
    as well. His <P is slower, but it can also land from further away than his >P,
    which makes it somewhat useful. Whatever you do, don't forget that he does have
    change-up attacks for all his starters. Here are some strategies for landing
    offensive starters:
    - When your opponent is within range, go for it. Since he has the generic >P,
    he has the same reach as many other offensive characters, so learn to beat them
    to the punch. The player with the fastest reflexes in these situations will
    land the attack, so if you do it before your opponent, you win. If they block,
    relax, you'll still build some ki and do a little bit of damage. Also, remember
    that your <P has longer reach than your >P. Many players will not expect you to
    come out with a <P, and if they are still trying to close in on you for their
    starter, they get hit.
    - When your opponent is going for a combo string, backstep. You can dodge the
    first attack and backstep safely. As long as you are out of range for the
    following attack, you can wait for a chance to interrupt with a >P, if there is
    any lag time between the string. Just pick your shots carefully, because you
    can get hit while doing this.
    - If you're using the above strategy, and you don't have a chance to come in
    for the attack, attack at the end of the string. If you time it perfectly, you
    can almost always land it, but realistically, you won't do this very often. But
    if it's blocked, don't worry, you're still keeping on the offensive this way.
    - Use a guardbreak. Gohan does not have many of them, but use what he has. Be
    careful with dash attacks. Only do them from as far away as you have to. If you
    have to hold the forward button, you're too far. If your opponent dodges your
    attack, they get a free hit, and even though it will juggle you, there are some
    characters (such as Gohan) who can capitalize on those kinds of counter hits.
    Anyway, off of a guardbreak, you can go in for a >PKK-transform, and juggle
    your opponent high enough to combo. If you time it perfectly, you can catch
    them before they can guard, but after they regain their balance, and land a
    full combo on the ground.
    - Capitalize on mistakes. The key thing about offensive starters, is that even
    from a long range, you can land an attack, so your opponent should never be
    safe. If they make any mistakes, you rush in and land a quick combo on them, or
    long, if you have time.
    Gohan's "plan B" attack strategy is to use his nuetral starter. Namely, his K.
    It is reasonably fast, but it is shorter in range than his K. It can be used
    similarly to his offensive starter, and similarly to a defensive starter, which
    is why I call it nuetral. Here's some strategy for you:
    - When your opponent is within range, go for it. The K makes a great follow-up
    to a blocked offensive starter, since they all pull you within range. The speed
    of the K will override most offensive starters, and if you beat your opponent
    to the punch, you'll win.
    - If your opponent is going for a combo string, block or dodge. It doesn't
    really matter, as long as you stay in close range. When you see an opportunity
    in some lag time between the string, hit them with the K and interrupt the
    combo. Just be careful, you won't be invincible with this technique.
    - If you're using the above strategy, and you don't have a chance to come in
    for the attack, attack at the end of the string. If you time it perfectly, you
    can almost always land it, but realistically, you won't do this very often. But
    if it's blocked, don't worry, you're still keeping on the offensive this way.
    - Use a guardbreak. Gohan has some awesome damage potential off of a
    guardbreak. Even though following up immediately with a K will throw them up in
    a juggle because it is a counterattack, Gohan can still use his SDS infinite.
    Use this when you want to get straight to business and maim your opponent, if
    you see the opportunity.
    - Again, capitalize on mistakes. Nuetral starters are great after a dodged dash
    attack, a sidestepped attack, and anytime your close enough while your opponent
    is open. Look for the opportunity, learn to spot it, and just go with it.
    Defensive Play vs. Offensive and Nuetral
    When used properly, defensive play is arguably the most reliable means of
    landing an attack. It is designed to be used a certain way, and when it is, it
    lands. Offensive and nuetral play is not. There is no great way to start an
    attack with one, however, you have many more opportunities with them. You can
    throw many more offensive or nuetral starters safely than you can defensive
    ones. In conclusion, the key to landing offensive and nuetral starters is not
    necesarily HOW you use them, but when. They are designed so you can attack from
    further away, at a quicker speed, in a safer, efficient way than defensive
    starters. You can go for it when your opponent is weak or unprepared more than
    you can with defensive starters. So, focus more on being the attacker, instead
    of how you're attacking, and remember your change-ups. Make less mistakes than
    your opponent, cover yourself as well as you possibly can, and you'll become a
    formidable offensive player. Here is how you can be safer:
    - Use your change-ups. For example, instead of a >PKK-, throw a >PPPP>P...you
    can even get an SDS string to go underneath and behind your opponent off of
    that string, or continue it indefinitely from the front. If you have good
    enough reflexes, go for the launchers when your >P gets blocked. Same goes for
    >PPPKE. There are change-ups for all your starters. If your KK doesn't land,
    follow through with PPP sometimes, instead of always using KK, or go for the
    K<KP- stun every once in awhile, so if your opponent keeps trying to intercept,
    they get hit with a nullifier stun. The less predictable you are, the safer you
    will be.
    - Play mind-games. This is where your launchers and cancels come in handy. When
    you get to the last hit, it's chargeable. You have many choices...you can
    charge it for an unblockable hit, you can charge it and release it if you see
    an opening, you can cancel and block, cancel transform, cancel throw, cancel
    then follow up quickly with another attack. The essence of playing mind-games
    is keeping your opponent guessing. If they are thinking only about what you're
    doing, and trying to react to it, they won't have the time or ability to think
    about their strategy. Keep them on the defensive this way. Use your launchers a
    lot, especially the ones with P starters. Just remember, don't be predictable.
    There is a distinct advantage in any style of play to having more ki than your
    opponent. With ki suppression capsules, you'll always have an edge, if your
    capsule is better, provided your opponent doesn't have a much higher baseline
    ki and faster ki recharge rate, like Omega Shenron. But there are various
    strategies you can employ as well, in order to give you an edge with your ki.
    You have to be able to build and maintain ki quickly and safely. So here is how
    you do it:
    - Poke games. One of Gohan's subtle and often overlooked attributes is the fact
    that he has a simple generic P. It has a fast enough recovery rate to dodge a
    tc attack, and it is fast enough that there is almost nothing that can override
    it, except another P usually. If you get a counterattack, you can land up to
    three of them, safely building your ki, so when you're really low on ki, and
    your opponent is really high, that's what you have to do.
    - Launcher strings. There are two reasons why these will give you a ki
    advantage. First, the string itself is going to build ki, even if it is blocked
    or dodged. second, if it lands and launches your opponent, it gives you time to
    recharge your ki. If your opponent has high ki above his baseline, especially
    if they are at max ki, you'll want to taunt your opponent. The P strings are
    your friend, but don't forget about >P and K strings as well as all the various
    change-ups available.
    - Simple launchers. They won't build as much ki as a whole string, but they are
    easier to land, and still give you enough time to taunt or build ki. A good way
    to use them is to just start charging one once your opponent is in range for
    their starter, and cancel it quickly. It's safe, and if they attack, you merely
    release the charge. If you're good, you can time it during an attack, or use it
    similarly to a defensive starter. For more info on defensive play, check out my
    Android 18 FAQ.
    - Blocking. As simple as it sounds, it does build your ki. Use your block a
    little more when you need ki, let your opponent build some up for you. Just
    avoid dodging while your ki is low. Landing any attack will also build ki,
    whether it fully lands, is blocked, or dodged. Either way, it builds about the
    same ki.
    - Maintaining a full ki guage. When you are at max ki, you will stay there for
    awhile before it starts to drop. Once it does that, all you need is a P or
    something small to get it back to max. try to keep it there as much as
    possible, and always try to build up to max ki if you can. When you aren't
    doing damage, you should be building ki.
    - Transforming will also give you a higher baseline ki, faster recharge rate,
    and build ki as well if you use it as a guardbreak.
    That about sums up all the strategy I wanted to get into. The key to mastering
    all these various things is practice, practice and more practice. You'll never
    completely master every strategy, and you'll make mistakes, but the more you
    practice, the less you'll make. If there is one strategic aspect you are
    lacking in skill with, or not using much, start using it. Don't neglect your
    weak points. Eventually, most of this stuff will become simple instinct which
    can be good or bad. It's good if you develop good habits, but bad if you have a
    habit of doing unsafe things, so always try to be thinking about how you can be
    safer or more effective with your techniques.
    6 - Cancel, Stun, and Juggle Combinations
    For Gohan, they're simple enough in structure. I am going to list five combos
    for you, of my own device, and their damages below with some common attack
    percentages. That's right, just five combos. Here they are:
    (note: These combos are very difficult to pull off. For additional information
    on how to do them, check the last couple paragraphs of the general information
    -Simple Soaring Dragon Strike Combo #1:
    >PKK~, KK>KKE
    11 hits, 0.7 ki bars recovered
    -Simple Soaring Dragon Strike Combo #2:
    >PKK~, KK>KKE-, KK>KKE
    18 hits, 1.1 ki bars recovered
    -Simple Soaring Dragon Strike Combo #3:
    25 hits, 1.5 ki bars recovered
    -Simple Soaring Dragon Strike Combo #4:
    32 hits, 1.9 ki bars recovered
    -Simple Soaring Dragon Strike Combo #5:
    39 hits, 2.3 ki bars recovered
    I have spent considerable time developing this system, and for Gohan, it is the
    best way to deal maximal amounts of damage in minimal amounts of time. It works
    like this...The number represents how many SDS (Soaring Dragon Fist) strings
    there are in the combo. There is no need to do more than five, and doing so
    would not only be excessive, it would take too long. Stick to five or less.
    There are two variations: the alternate variation, and the nuetral variation.
    The alternate variation starts like this: <P<K-, >PKK~, then continues on to do
    the SDS strings. It gives your opponent enough time to build an extra fifth of
    a ki bar on average. The nuetral version has the same recovery time, but looks
    like this: KKKK-, >PKK~, <E-, and then continues with more SDS strings. This is
    the fastest way to do damage, it is the most consistent, and effective. It
    allows you to use all your starters as well.
    I tested damages with five capsule set-ups. On the first four I did two tests,
    one at three ki guages (baseline ki) and one at seven ki guages (max ki).
    Typically, you'll deal an amount of damage in between the two numbers you see
    below each setup for each combo. On the last one I only did each combo at max
    ki to give you an idea of how various capsule setups compare to breakthrough in
    damage. I know some of you guys use breakthrough, but you really
    shouldn't...custom set-ups are much more effective, as you will see. Also keep
    in mind that setups with meditation will do slightly more damage (like 50-70
    more). Here it is:
    set-up one (+0% attack power)
    (SDS x 2)
    #1: 954-1006
    #2: 1551-1610
    #3: 2090-2149
    #4: 2572-2628
    #5: 3000-3059
    set-up two (+18% attack power)
    (SDS x 2, Z-Sword, Mixed Blood Power)
    #1: 1121-1176
    #2: 1823-1891
    #3: 2457-2524
    #4: 3024-3092
    #5: 3528-3596
    set-up three (+30% attack power)
    (SDS x 2, Chicken Fried Seven Seasoned Toad)
    #1: 1235-1291
    #2: 2008-2077
    #3: 2707-2777
    #4: 3332-3401
    #5: 3886-3957
    set-up four (+48% attack power)
    (SDS x 2, Z-Sword, Mixed Blood Power, Chicken Fried Seven Seasoned Toad)
    #1: 1407-1461
    #2: 2290-2354
    #3: 3090-3151
    #4: 3803-3864
    #5: 4435-4496
    set-up five
    #1: 1130
    #2: 1822
    #3: 2443
    #4: 3006
    #5: 3521
    These are the most common figures for attack power increases with capsule
    setups, and everything else you could possibly get is pretty close, so you
    should have a pretty good idea how much damage your combos will do. The
    alternate variations are slightly more damaging, and the nuetral are slightly
    less. Just remember that there are an infinite number of possibilities, but
    this is the best way to go. It also does not require memorizing dozens of
    strings, it's all very simple and beginner-friendly. The first three are pretty
    easy, the fourth one is a challenge at first, and doing five is actually
    considerably harder than doing four. It doesn't matter, usually you'll be doing
    numbers two, three, or four, and they're easy to learn with enough practice.
    7 - Useful Capsules, Set-ups, and Strategies
    Useful Capsules:
    Super Sayain - Transform with four ki guages. Gives you four baseline ki
    guages, and a ten percent attack boost.
    Super Sayain 2 - Transform with five ki guages. Gives you four baseline ki
    guages, and a fifteen percent attack boost.
    Elder Kai Unlock Ability - Transform with six ki guages. Gives you five
    baseline ki guages, and a thirty percent attack boost.
    Soaring Dragon Strike - Gohan's level two deathmove. Absolutely necesary to
    high level play with Gohan.
    Chicken-fried 7-Seasoned Toad - Item skill that gives you a thirty percent
    attack boost, but a twenty five percent armor loss.
    Z-Sword - Simple ten percent attack boost, activated before matches start.
    Kami's Outfit - One slot armor...ten percent armor boost.
    King Kai's Outfit - Two slot armor...twenty percent armor boost.
    Grand Kai's Outfit - Three slot armor...thirty percent armor boost.
    Supreme Kai's Outfit - Four slot armor...forty percent armor boost.
    Mixed Blood Power - Adds eight percent to both armor and attack.
    Kibito's Revival Power - Twenty percent defense against ki based attacks.
    Drains a very small amount of ki each time it is activated.
    Meditation - Ki suppression capsule. Energy moves will cost less ki than usual.
    Yakon - When equipped, if you or your opponent transform, your baseline ki goes
    to zero.
    Turtle Shell - Dodging, teleports, and persue attacks will cost twice as much
    Concentration - Dodging, teleports, and persue attacks will cost half as much
    Some capsules are much more effective when they are paired with other capsules.
    An example would be C-f 7-S T. Pair it with a three slot armor, and you get a
    five percent armor boost, and a thirty percent attack boost. Better yet, pair
    it with a two slot armor and Mixed Blood Power. That leaves you with a
    substantially larger thirty-eight percent attack boost, and a negligibly
    smaller three percent armor boost. Meditation also goes extremely well with
    SDS, as well as transformations. A double stacked deathmove is essential, so
    you should always have that, and I recommend having at least a small attack
    boost as well. The rest is up to you. Here are my favorites:
    set-up 1a
    SDS x 2, Super Sayain, Z-Sword, Meditation
    set-up 1b (non-transforming variation)
    SDS x 2, Mixed Blood Power, Z-sword, Meditation
    set-up 2a
    SDS x 2, Elder Kai Unlock Ability, Z-Sword, Mixed Blood Power
    set-up 2b (non-transforming variation)
    SDS x 2, C-f 7-S T, 2-slot armor, Z-Sword, Mixed Blood Power
    There really is not much to creating your own set-ups, especially with Gohan.
    They're pretty straightforward...SDS double-stacked is a given, and you have
    your choice of either ki suppression or a massive attack upgrade. The rest is
    filler, but it's amazing how much a little bit of extra attack power effects
    your damage...
    8 - Character Match-ups
    Bardock - This is the first character that comes to mind when I think of a
    Gohan match-up. He is also highly damaging, comparably so to Gohan, since he
    can get an instant kill with some set-ups. Bardock has an edge on him
    starter-wise; he is a good close range offensive and long range defensive
    character. He also has some good change-ups, but he has limited long range
    combo starting ability. Gohan also has better capsule setups, and quicker, more
    damaging and ki conservative combos, so he'll always have an edge on ki,
    whereas Bardock splurges everytime he finishes a combo. The two characters have
    all the strengths to exploit each other's weaknesses and get an instant kill in
    one combo.
    Krillin - Krillin can exploit nearly all of Gohan's weaknesses. He has annoying
    combo resistence, and is a better long range and close range fighter.
    Piccolo - Same as Krillin. His combo resistence can be downright irritating,
    and he is a much more versatile character. He is highly damaging too, and he
    can equip Piccolo's Regeneration, which will hinder your damage substantially,
    so make sure you have at least a couple attack boosters. It's possible to use
    Gohan's >P+K similarly to Cooler's stepback move, so your best bet is to do
    this when he's playing his range game, and try for a <E- cancel starter. You
    can also try to get in close and use your K starter, but he can combo off of a
    P, so you'll still be at a disadvantage if you do.
    Dabura - An interesting match-up. Although he is much more versatile than
    Gohan, his ki suppression sucks, and his damage and combo resistence aren't
    that great either. Slap on Meditation, and Concentration if Turtle Shell is
    equipped, and use the above strategy for Piccolo. You will stand a chance, even
    though you'll be at a disadvantage, because even landing one combo is very
    Omega Shenron - Very versatile, reasonably damaging. Has better offensive
    options all around, and can play defensively too. He also has a massive ki
    recharge rate and baseline ki, so Gohan will be at a serious disadvantage, and
    will have to spend most of the match playing poke games. Slap on a Turtle Shell
    and Meditation, and hope for the best.
    Android 18 and Cooler - Two of the baddest defensive characters in the game.
    Both have better offensive options than Gohan, close range and long. Both are
    highly damaging too.
    Vegeta - Would pose a serious threat, if Gohan couldn't use yakon. With SS4,
    Meditation, and Galick Gun, Vegeta is highly damaging, off of a P, a throw, a
    K, or a <K, and has pretty good combo resistence as well. Yakon strips him of
    his ki advantage though, and in fact puts him at a serious disadvantage, so
    just use a non-transforming set-up and don't forget your Yakon.
    Teen Gohan - High damage, very versatile, and combo resistent. His weakness is
    his transformation dependence, so use a yakon, and he'll either lose a lot of
    damage, or be at a serious ki disadvantage. With normal Kamehameha, he can
    still dish out some damage, considering how versatile he is, but if you take to
    the air and keep him on the defensive, you can handle him.
    Kid Goku, Kid Gohan, Goten, Kid Trunks - All of them are too combo resistent.
    You have to go to the air, and shorten your combos. They are all very versatile
    as well. The biggest problem is usually when you're on the ground, because none
    of your starters can hit them from a certain range.
    9 - Outro
    Last but not least...
    Well, by now everyone probably has a headache from staring at the computer
    screen so long. I'll wrap this up by thanking everyone who helped out, and
    thanks to everyone I've helped as well. I hope that I've made your life more
    enjoyable, as you lay there at 3:00 am, trying to fall asleep, pulling off
    massive cancel combos.
    If anyone wants to e-mail me, send to df_422@hotmail.com and be sure to include
    the word GAMEFAQS or GOHAN or something of that nature in the subject. I'm sure
    I'm nowhere near being finished with this FAQ, so any questions, ideas and
    suggestions are quite welcome. I'll also be on the B3 board if you want to get
    a hold of me there.
    Have fun.