Adult Gohan by df_345

Version: 1.0 | Updated: 06/13/05 | Printable Version

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>
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 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:
11 hits, 0.7 ki bars recovered

-Simple Soaring Dragon Strike Combo #2:
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 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.