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    Teen Gohan by OmegaTerror

    Version: 1.0 | Updated: 06/22/05 | Printable Version | Search This Guide

    Dragon Ball Z: Budokai 3
    Teeh Gohan Strategy Guide
    By: Richard Oakes
    Version 1.0
    Ok people, I just felt like trying something new for once, so if there is 
    anything you need that you might not get at all about this, hey, give me a 
    buzz, I'm here to answer what you need some help with. Got me all AIM, YIM, 
    and MSN. cerberus1572 for AIM, then deaths_valid_holder for YIM and 
    deaths_valid_holder@hotmail.com for MSN. Like I said, give me a ring and I'll 
    be happy to help with what is needed.
    Table of Contents:
    I. Reason for this FAQ
    II. Intro
    III. Configuration
    IV. Capsule Setup
    V. Move/Combo List
    VI. Teen Gohan's Evaluation
    VII. Legal and Stuff
    I. Reason for this FAQ
    Well, like all other games everyone has a certain character that they like 
    from each saga or series, and well, who can deny Teen Gohan from the Cell 
    Saga? I mean look at him. All that hair! XD Besides that, I'd hate to say 
    it since Cell is one of my favs as well, Teen Gohan tosses Cell around like 
    a rag doll. He is one of three saiyans to ever reach SSJ2, which is remarkable, 
    but never can make it any higher than that for his age. But well enough, he 
    is stronger than the other saiyans, let alone any other fighter, during the 
    Cell Saga, and comes with his very own "Lets kick his @$$ daddy" attack. So 
    further more, lets stop his praises for now ( ;-; ) and get on with the FAQ.
    II. Intro
    Teen Gohan sure has has been brought into the fighting universe as one of 
    the greater characters, only because of his strength and height, which goes 
    to say he can dodge some high range attacks, which gives him a boost. Yet 
    from that his range is limited to close range combat, so his attacks are best 
    effective when right in front of the opponent, not at any other interval. 
    With his ability to go SSJ2, he has his strength boost, adding to his close 
    range, to be utilized into great combos with some massive damage.
    III. Configuration
    Here is the key in which to follow for the combos.
    P = Punch
    K = Kick
    G = Guard
    E = Energy
    P+K = Punch + Kick
    P+G = Grab
    K+G = Kick + Guard
    P+K+G = Transform
    ~ = Cancel
    ^ = Juggle
    * = Stun
    dmg = Damage
    Just to make it easier on ya'll so it don't get too confusing. >.>
    IV. Capsule Setup
    Super Saiyan = 4 ki bars to transform with a 10% attack increase.
    Super Saiyan 2 = 5 ki bars to transform with a 5% attack increase.
    Kamehameha				1 capsule	2 capsule
    	1 ki bar
    		->E			250dmg		312dmg
    		P,P,P,P,E		398dmg		460dmg
    		->K,P,P			402dmg		464dmg
    Soaring Dragon Strike
    	2 ki bars ( Super Saiyan 2 only )
    		<-E			460dmg		574dmg
    		K,K,->K,K,E		681dmg		795dmg
    		->K,K,K,E		624dmg		738dmg
    Father-Son Kamehameha
    	5 ki bars ( Super Saiyan 2 only )
    		Power Struggle
    			Win		1610dmg		2012dmg
    			Lose		920dmg		1150dmg
    V. Move/Combo List
    This is every single chain that I've found for Teen Gohan so that nobody misses 
    anything. All moves are starting from baseline ki.
    ----Punch Starters----
    P,P,P,P = 148dmg
    P,P,P,->P = 179dmg
    P,P,->P,P,P = 224dmg
    P,P,<-P,P = 148dmg
    P,P,<-P,K = 158dmg
    P,P,K,K,K,K = 329dmg
    P,P,K,K,->K = 271dmg
    P,P,K,->K = 187dmg
    ->P,P,P,P,P = 185dmg
    ->P,P,P,P,->P = 194dmg
    ->P,P,<-P = 113dmg
    ->P,P,P,K = 217dmg
    ->P,K,K,K = 231dmg
    ->P+K = 48dmg
    <-P,P = 84dmg
    <-P,->P = 116dmg
    <-P,<-P = 98dmg
    <-P,K = 158dmg
    <-P,<-K = 102dmg
    <-P,->K = 139dmg
    <-P+K = 62dmg
    P+K = 62dmg
    	In air = 67dmg
    Dashing P = 57dmg
    	In air = 62
    Dashing P+K = 57dmg
    	In air = 57dmg
    ----Kick Starters----
    K,K,K,K = 217dmg
    K,K,->K,->K = 201dmg
    K,K,->K,K,K = 268dmg
    K,K,<-K = 188dmg
    K,<-K = 98dmg
    K,->K = 103dmg
    K,<-K,P = 156dmg
    ->K,K,K,K = 207dmg
    ->K,K,K,->K = 219dmg
    ->K,K,<-K,K = 231dmg
    ->K,P,P,K = 230dmg
    ->K+G = 86dmg
    <-K,K = 130dmg
    <-K,->K = 153dmg
    <-K+G = 112dmg
    K+G = 124
    	In air = 95dmg
    Dashing K = 71
    	In air = 71dmg
    ----Ki Blast----
    E = 50dmg
    E, E = 100dmg
    E, E, E = 150dmg
    E, E, E, E = 200dmg
    <-P,<-P^ ->P,P,P,P,->P = 280dmg 7 Hits
    K,K,K,K~ P,P,P,->P = 322dmg 8 Hits
    ->K,K,K,->K~ P,P,P,P,E = 562dmg 9 Hits
    K,K,K,K~ <-P,<-P^ P,P,P,P,E = 627dmg 11 Hits
    K,K,K,K~ ->K,K,K,->K~ P,P,P,->P = 459dmg 12 Hits
    ->P,P,P,P~ ->K,K,K,->K~ K,K,K,K~ P,P,P,P,E = 793dmg 17 Hits
    K,K,K,K~ <-P,<-P^ ->K,K,K,->K~ P+K+G ->P,P,P,P,P^
    	->K,P,P,E = 917dmg 21 Hits OR K,K,->K,K,E = 1110dmg 23 Hits
    	Either one of the finishing combos can work in damaging your opponent, 
    this can be brought into Dragon Rush, and its either up to you depending on 
    how much ki you have left to continue on.
    ->P,P,P,P~ ->K,K,K,->K~ K,K,K,K~ <-P,<-P^ P+K+G { Choose down below }
    	a) K,K,->K,K,E = 
    		DRa - 2000dmg = 50 Hits
    	b) P,P,P,P,E = 887dmg 20 Hits
    		DRb - 1788dmg 49 Hits
    	c) ->K,P,P,E = 890dmg 19 Hits
    		DRc - 1791dmg 48 Hits
    	d) ->K,K,K,E = 1024dmg 20 Hits
    		DRd - 1956dmg 49 Hits
    	For this one combo, you can do any of the Deathmove finishers at the 
    end to do damage, and for a kick all of these finishers can be brought into 
    Dragon Rush as well. Start out at max ki and be in any form, if you're in 
    normal or SSJ, then transform when it says to, if you're already SSJ2, then 
    just after the <-P,<-P^, go into the next moves after it. The combos labeled 
    a, b, c, and d, are the normal ones, the ones label, DRa, DRb, DRc, and DRd, 
    are the Dragon Rush finishing with all three right. Even if you wish to, after 
    the <-P,<-P^ you can try to use a Father-Son Kamehameha, if you do its an 
    extra 534dmg added onto it, win or lose.
    VI. 's Evaluation
    Range: 5 / 10
    Juggle Ability:  4 / 10
    Damage Potential: 8  / 10
    Cancel Ability: 8  / 10
    Stun Ability: 7  / 10
    Offense: 8  / 10
    Defense:  7 / 10
    Collness:  9 / 10
    Evaluation:  Yes, because of his size Teen Gohan range is limited which kills 
    his strength, but if you can quickly get in there and deal your damage, then 
    hey, you got yourself a combo racker. Teen Gohan has almost no combos that 
    will give a good juggle, so the ones that you have use the best you can for 
    him, but his cancelling is great. A good amount of his combos can be cancelled 
    and channeled into more, which gives points to his damage potential. His 
    defense, its being SHORT! Its that simple! He can dodge some high attacks, 
    but other than that, that is his greatest defense. And just because he goes 
    SSJ2 and kicks Cell's @$$, that is what makes him cool. Given a great player 
    with Teen Gohan, this could easily turn out to be your advantage.
    Legal Stuff:
    This FAQ is only been posted here in www.gamefaqs.com. If you see this
    anywhere else at all and it has not been posted by me its plagiarism. You 
    can distribute this just as long as you:
    I. Ask me first before distributing.
    II. Don't change my name or take it off.
    III. Don't change anything around so that it would look like you did it.
    IV. If you tell or speak of anything in this FAQ, make sure that you credit 
    me for it.
    V. If I made any mistakes at all, tell me and I'll fix them.
    This document is Copyright 2005 Richard Oakes. All trademarks and copyrights 
    contained in this document are owned by their respective trademarks and 
    copyright holders.