hide results

    Teen Gohan by One eighty two

    Version: 1.0 | Updated: 06/06/03 | Printable Version | Search This Guide

    Teen Gohan FAQ
    Author of FAQ: Adam (One eighty two)
    Game: Dragonball Z: Budokai
    System/Platform: Playstation 2
    Copyright 2003 Adam Hritz
    
    Version 1.0
    
    
    Before reading any more of this FAQ, READ THE FOLLOWING:
    
    
    This FAQ may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other 
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright.
    
    The following web sites have permission to post this FAQ:
    
    gamefaqs.com
    
    neoseeker.com
    
    
    
    Table of Contents
    
    
    I. Intro
    
    II Controller Setups and Basic Controls
    
    III. Basic Moves and Combos
    
    IV. Death & Ultimate Moves
    
    V. Capsules
               1.0 Ability Capsules
               2.0 Physical Capsules
               3.0 Support Capsules
               4.0 Breakthrough Capsule
    
    VI. Custom Capsule Trays
    
    VII. Secrets and Hints (Contains minor spoilers)
    
    VIII. Thanks
    
    IX. Outro
    
    
    THIS FAQ CONTAINS MINOR SPOILERS!!
    
    
    I. Intro
    
    
    Ok people, this is my second FAQ. So far I like writing FAQs and I might 
    write a few more for my other favorite characters in DBZ: Budokai. I decided
    to write a Teen Gohan FAQ because I believe Gohan in general in underestimated
    to a fairly high degree. He can be a very deadly warrior if used correctly,
    and I want to help you people in your quest to be the second best Budokai
    player ever. Why second best? Because, quite frankly, I'm the best ^_^
    I'm kidding, I'm kidding! 
    
    Anyway, enough with the lame jokes, on with the FAQ!
    
    
    
    II. Controller Setups and Basic Controls
    
    
    Here is the Standard Setup the game gives you:
    
    X = Guard
    Square = Punch
    Triangle = Kick
    Circle = Ki (Energy) Blast
    R1 = P+K (Unblockable Strike)
    R2 = P+G (Grab or Throw Technique)
    L1 = Nothing
    L2 = Nothing
    
    Now here is my Custom Controller Setup:
    
    X = Guard
    Square = Punch
    Triangle = Kick
    Circle = Ki Blast
    R1 = P+K
    R2 = P+G
    L1 = P+K+G (Causes character to transform)
    L2 = P+K+G+E (Taunt-Causes opponent to lose 1 ki gauge)
    
    The only reason I customized it this way is because it's easy to deal with in
    Practice Mode and L1 and L2 were free to change.
    
    
    III. Basic Moves and Combos
    
    
    Punch- Any combination of only the punch button will give you a series of
           punches.
    
    Now we'll get into throwing in some directions
    
    P+P+P+>P = A series of punches that ends with a quick but powerful palm 
    strike that can come in handy when you're trying to knock your opponent
    out of the ring.
    
    P+>P+P = Causes decent damage but lacks in recovery time.
    
    >P+P+P+P+P = A good combo that deals good damage and finishes by smacking
    your opponent into the air.
    
    <P+>P = A 2-Hit combo that is good for knocking back opponents.
    
    <P+<P = A fair combo that knocks your opponent down right in front of you.
    
    P+K (R1) = A strike that can be charged up but the charging doesn't do much.
    It sends your opponent into the air.
    
    >R1 = The same above but Punches and sends the opponent horizontally.
    
    <R1 = An attack that knocks back the opponent in such a way that it leaves
    them open for ANY combo.
    
    Kick- Any combination of only the kick button will give you a series of
          kicks.
    
    K+>K = A swift combo that's useful for knocking your opponent out of the ring
    
    K+K+>K+K = A very good combo. VERY good. Only one setback- Your guard is
    dropped if the last kick misses, but this isn't really that important if your 
    opponent is blocking.
    
    >K+K+K+K+K = Yes, 5 kicks in there. It finshes with a powerful kick that
    launches your opponent across the ring. Again, very useful for causing
    ring-outs.
    
    <K+>K = A short combo that sends your opponent away; however, it's only
    useful in the air. Overall it isn't that great.
    
    K+K+<K = A decent combo that sets you up for the Super Kamehameha if you
             are at Super Saiyan 2
    
    G+K (R2) = This executes the throw technique once you've gotten the correct
    capsule (See Section 5:2.0) It's able to be used even when your opponent is
    blocking. Another reason why you should take your combos slow.
    
    DON'T FORGET!!--You can link punches and kicks together to make more combos!!
    
    
    
    IV. Death & Ultimate Moves
    
    
    Part A - The Death Move
    
    
    1. Kamehameha -    An extremely useful move, as are most of the Death Moves.
                       It can be executed by pressing either of these:
                       P+P+P+P+E  or  P+P+<P+P+E  or  >P+P+>P+P+E
                       Takes 1 ki gauge.
    
    
    Part B - The Ultimate Move
    
    
    Super Kamehameha - One of the coolest moves in the whole game next to Meteor 
                       Break, Goku's Super Dragon Fist (When placed twice in the 
                       capsule tray), and Burning Attack. You must be a Super 
                       Saiyan 2 to execute this:
                       K+K+>K+K+E
                       Pretty simple huh? This attack alone does 1,200 damage.
                       When placed twice on the capsule tray, it does 1,440.
                       Takes up 3 ki gauges. What more do I need to say?
    
    
    
    
    V. Capsules
    
    1.0 Ability Capsules
    
    
    Super Saiyan - Gives you a 10% increase in attack and gives you an increase
                   in speed. Your ki gauge must be at 4 to do this. When done,
                   it slowly drains your ki gauge. It's actually way better to be
                   a Super Saiyan because of the increase in stats . 
                   Takes 1 capsule slot.
    
    Super Saiyan 2 - Gives another 10% increase in attack and a boost in speed.
                    This totals to a 20% increase in attack. Your ki gauge must be 
                    at 5 to do this. Drains ki faster than Super Saiyan. 
                    Takes 1 capsule slot.
    
    Kamehameha - See Section 4
    
    Super Kamehameha - See Section 4
    
    
    2.0 Physical Capsules
    
    
    Instant Killquick - A swift combo. Can be executed by pressing >P+P+K+K+E.
                        Takes 1 ki gauge.
    
    High-Speed Hammer - I love these types of attacks. Gohan smashes the opponent
                        into the ground and fires 8 ki blasts at them. When placed
                        twice in the capsule tray, he will fire 16 blasts. 
                        Executed by pressing P+P+K+K+E. Takes 2 ki gauges.
    
    Jackhammer -This is your throw attack. Press G+K (R2). Doesn't use
                any ki and is unblockable, so it's really useful if your 
                opponent keeps trying to guard.
    
    Fierce Ranma - This is awesome. 21 hits if placed once, 41 if twice.  
                   Executed with K+K+<K+E
                   Deals good damage, but takes 3 ki gauges. Ouch. 
    
    3.0 Support Capsules
    
    
    1/3 Senzu Bean - Activated when you are KO'd, reviving you with 1/3 of your 
                     health restored. Gives you 1 ki gauge. Takes 1 slot.
    
    Senzu Bean - Activated when you are KO'd, reviving you with full health.
                 Takes 3 slots.
    
    Normal Evil Tribe Uniform - Increases your defense by 10%. Takes 1 slot.
    
    Evil Tribe Training Uniform - Increases your defense by 20%. Takes 2 slots.
    
    Evil Tribe Sturdy Uniform - Increases your defense by 30%. Takes 3 slots.
    
    Evil Tribe Mystery Uniform - Increases your defense by 40%. Takes 4 slots.
    
    Gero's Energy R&D - Increases your ki by 1/2 a gauge each time you deflect
                        a ki blast. Takes 1 slot. Not Recommended.
    
    Gero's Deflection R&D - By holding X you deflect away every ki blast. Takes
                            1 slot. Not Recommended
    
    Gero's Deflect-Back R&D - Same as above but deflects them back at the 
                              opponent. Takes 1 slot. Not Recommended.
    
    Mixed Blood Power - Gives a 15% increase in attack and a 10% increase in
                        defense for the whole battle. Highly recommended.
                        Takes 1 slot. Highly Recommended.
    
    Viral Heart Disease - Causes both players' healths to decrease slowly.
                          Takes 1 slot. Useful in World Tournament.
    
    Vaccine - Nulls the effect of the Heart disease on you. Useful in the 
              Advanced tournament when battles are set to 30 seconds.
              Takes 2 slots. Useful in World Tournament.
    
    Super Holy Water - Reduces the amount of damage you take. Takes 1 slot.
    
    Saiyan Heritage - When Senzu Bean is used, it causes your attack and defense
                      to increase. The percentages are unknown. Takes 1 slot.
    
    Serious! - Increases your attack by 10% when your health reaches 1/3 or less
               (Around halfway through orange bar) Takes 1 slot. Not Recommended.
    
    Serious!! - Increases your attack by 20% when your health reaches 1/2 or less.
                Takes 2 slots. Not Recommended.
    
    Serious!!! - Increases your attack by 30% when your health reaches 2/3 or
                 less (Orange Bar) Takes 3 slots. Not Recommended.
    
    Rage! - Increases your attack by 10% during the first 10 seconds of battle.
            Takes 1 slot. Not Recommended.
    
    Rage!! - Increases your attack by 20% during the first 15 seconds of battle.
             Takes 2 slots. Not Recommended.
    
    Rage!!! - Increases your attack by 30% during the first 20 seconds of battle.
              Takes 3 slots. Not Recommended.
    
    Potential - Very useful. Increases your attack by 10% every 8 seconds four 
                times. This means you can hit 140% without transforming!
                Takes 2 slots. Takes 2 slots. Highly recommended.
    
    Super Kami Water - Increases your attack by 30% but decreases your health 
                       slowly until it reaches 1/6. Takes 1 slot.
    
    Gero's Perpetual Energy R&D - I only used this once. It's terrible. Gives you
                                  a ki gauge of 7 that never decreases but takes
                                  away the ability to transform. Takes 3 slots. 
                                  Not Recommended.
    
    4.0 Breakthrough Capsule
    
    
    Breakthrough (Teen Gohan) - The only way to get this is to collect all 7
                            Dragonball capsules, summon Shenron, and keep reseting
                            your game until Teen Gohan's name pops up. It allows 
                            you to use all of Teen Gohan's Ability and Physical 
                            Skills and gives them the effect of being placed 
                            two times on the tray. 
                            Highly Recommended.
                            Takes all 7 slots. 
    
    
    
    
    VI. Custom Capsule Trays
    
    
    These are trays that I use when not using Breakthrough:
    
    All-Around Setup
    
    
    1. Super Saiyan
    2. High-Speed Hammer
    3. Kamehameha 
    4. Super Kamehameha
    5. Mixed Blood Power
    6. Potential (2 slots)
    
    World Tournament Setup (With 30 Second Battles)
    
    
    1. Super Saiyan
    2. Super Saiyan 2
    3. Kamehameha
    4. Kamehameha
    5. Vaccine
    6. Viral Heart Disease (2 slots)
    
    Offensive Setup
    
    
    1. Super Saiyan
    2. Super Saiyan 2
    3. Super Kamehameha
    4. Kamehameha
    5. High-Speed Hammer
    6. Potential (2 slots)
    
    Defensive Setup
    
    
    1. Mixed Blood Power
    2. Evil Tribe Training Uniform (2 slots)
    4. 1/3 Senzu Bean
    5. Kamehameha
    6. Saiyan Heritage
    7. Jackhammer
    
    Quick n Easy Battles
    
    
    1. Kamehameha
    2. Kamehameha
    3. Mixed Blood Power
    4. Potential (2 slots)
    6. Super Saiyan
    7. Normal Evil Tribe Uniform
    
    
    VII. Secrets and Hints
    
    Methods for Obtaining Dragonballs
    
    #1 - Nine Capsule Method
    
    Simply collect 9 of every capsule. For example, if you bought 9 Burning Attack
    capsules, you would no longer be able to buy Burning Attack and it will not 
    show up in Mr. Popo's recommended section.
    
    #2 - Enter, Re-Enter Method
    
    Just enter and re-enter Mr. Popo's shop until the Dragonball capsule shows up.
    
    #3 - Memory Card Swap Method
    
    If you're using method #2 and a certain Dragonball isn't showing up, exit to 
    the screen where you choose which memory card you want to use and swap the 
    memory card from slot 1 to slot 2 then try method #2 again. It's not 
    guaranteed, but it usually works for me. For some reason the last Dragonball
    takes a long time to show up regardless of what you do, so don't get 
    frustrated! Patience IS a virtue...
    
    
    Unlock Hercule - Come in 1st place in the Adept Mode of the World Tournament.
    
    
    Unlock Great Saiyaman - Same as above but in the Advanced mode.
    
    
    VIII. Thanks
    
    
    CjayC for creating Game FAQs
    
    Bandai for making DBZ: Budokai
    
    Akira for creating Dragonball.
    
    Game FAQs for all your help.
    
    
    
    
    IX. Outro
    
    
    Well people, I spent a whole day writing this thing. I hope someone reads it,
    let alone find it useful. If you have ANY questions, E-Mail me. MAKE SURE YOU
    PUT "Teen Gohan FAQ" IN THE TITLE OR I WILL DELETE IT. I'm here to help!
    
    oneeightyto0@aol.com
    AIM: One eighty to0
    
    
    
    
    
    
    Why are you still reading this? GO PLAY BUDOKAI NOW!!! ^_^