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Teen Gohan FAQ

by DrunkenPiliot72

INTRODUCTION

Of all the various incarnations of Gohan, none of them are more bad ass than
Teen Gohan. The victor of the Cell games, Teen Gohan was a true hard core
brawler. While he would sadly grow up to become a complete dork (who would
screw up so badly that his father would have to come back from the dead to
clean up his mess), there is no denying the lasting impression that Teen
Gohan had the on the DBZ fanbase. Thankfully, Teen Gohan has been portrayed
fairly accurately to the series in Shin Budokai Another Road. He is quick
on the draw and is one of the harder hitting characters in the game. The only
catch is that he is more of a defense oriented character.

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TEEN GOHAN ADVANTAGES

- Soaring Dragon Strike is an amazing physical death move. It comes out fast,
hits hard, and can be canceled giving Gohan a variety of follow up options.
This is one of the few moves in the game that can be used twice in a single
combo and link directly into an ultimate. Don't feel guilty if this is the
only death move you use in SSJ2, it is that good.

- Teen Gohan is a very powerful character, hitting for 3050 damage with his
best combo.

- Mixed Blood Power is a good ABC, giving a free 20% attack and defense 
boost just in case you get knocked out of SSJ.

- He can combo off of his throw.

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TEEN GOHAN DISADVANTAGES

- Teen Gohan has a poor rush down game. His best slam starter is only a single
hit and launches on counter hit making it very hard to start combos. Gohan's
reach is very poor so rushing strings are suicidal to start combos with unless
you are at point blank range. Teen Gohan can use Soaring Dragon Strike to rush
down the opponent, but since he needs to have the ki advantage, it doesn't
make up for his lack of good starters.

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TEEN GOHAN MAIN STRATEGY

If you want to get anything out of Teen Gohan, you should always fight in his
SSJ2 transformation. Soaring Dragon Strike and Father Son Kamehameha are too
valuable to Teen Gohan's arsenal to be left out. Without them, Teen Gohan's
rush down game becomes worthless and his damage potential is almost cut in
half.

*Rush down*

As stated before, Teen Gohan's rush down game is terrible. His only slam
starter is a single hit and launches on counter hit making it extremely
unreliable to use as a combo starter. Since he has poor reach, his rushing
strings are easily overpowered unless the opponent is right in his face.
The only way Teen Gohan can safely rush the opponent is with Soaring Dragon
Strike. That said, Teen Gohan can only rush down the opponent when he has the
ki advantage. Teen Gohan can combo off of his throw, but his reach prevents
him from linking into any death moves afterwards. The only follow ups Teen
Gohan has after a throw are his SSSS and RRS strings. 

*Punishing and Defending*

While Teen Gohan's rushing strings don't have enough reach to mount an
effective offense, they are perfect for punishing at point blank range.
Teen Gohan's RRRRS, <RRR* and >RRS* rushing strings are fast enough to
interrupt a good deal of slam strings at close range making it very hard to
effectively rush down Teen Gohan. In case the opponent has quick slam strings
with multiple hits, SSS has enough priority to create an opening and even
puts the opponent at optimal range for a Soaring Dragon Strike. If SSS isn't
cutting it, just go for a quick >S and send them sliding along the ground
resetting what ever momentum they had built up into their offensive game.
Teen Gohan may not be the best character to rush down with but he has
what it takes to stop everyone else's offensive game cold.

*What to do when the opponent has the Ki advantage*

Teen Gohan has no problems fighting the opponent when they have the ki
advantage. Teen Gohan's >S has a surprising amount of reach and pretty good
priority making it a good tool for breaking the opponent's offense and
creating that much needed gap to charge ki. Teen Gohan kicks forward during
his >S moving him far enough away to prevent any sort of punishment from a
teleport counter and he can energy cancel it immediately in case the opponent
blocks it. As long as the opponent doesn't dodge >S entirely, they can't 
punish it. To prevent the opponent from dodging >S, mix things up with Gohan's
throw and SSSS string to keep them on their toes. 

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COMBO SECTION

*Super Quick Guide to Combo Canceling*

All combo cancels are done by holding down the last S in a regular combo
string then tapping guard to cancel the animation.  When done fast enough,
the character returns to their neutral state and can immediately start 
another combo string.  Once mastered, the charge on the canceled S doesn't
show and the full combo looks fluid without any noticeable breaks or pauses.
Side Step canceling can be done by tapping down or up with guard but only 
works with certain combo strings.  The advantage to side step canceling 
is that if done properly, the combo continues from the opponent's back 
where damage is greater.  Energy attacks can also be canceled by holding 
down E then tapping guard, but only a few characters need use this method 
to cancel a string.  Since energy canceling uses a small amount of ki, it
isn't recommended unless it is the ONLY way to cancel a certain string
for that character.

Finally, the most advanced combo cancel is the Aura Cancel.  While
holding S, tap Aura Burst, release S, then tap S again to trigger the
character's Aura Slam.  This is by far the most difficult cancel to pull off
but opens a whole new range of damage. After a successful Aura Smash cancel,
you are granted a free Aura Rush attack so use that to close the distance 
and continue the combo.

*The Golden Rule of Combo Canceling*

NEVER under any circumstances attempt a combo that puts the opponent in ki
advantage.  That means that no combo should EVER go over 2.5 bars worth of ki
gain for the opponent since it leaves you open for a teleport counter (which
can be canceled into a combo).  That also means that no combo should end in 
an attack that can be recovered from quickly leaving endless possibilities 
for a counter attack.

Basically, no on the ground attacks since break fall can lead into a combo
just as quickly as a teleport counter cancel.  

Finally, absolutely NO PURSUIT FINISHERS!!!!!!  I can't stress this one enough,
although they look great each pursuit attack gives the opponent back 1 whole
ki bar.  That means that getting a complete Pursuit combo ending in a
finisher is next to impossible against anyone who knows how to teleport
counter.  A single pursuit attack is okay once in a while to show off, but
trying for 3 is asking for trouble.  All combos in this guide follow are 
safe to use but incase you try building your own, just keep in mind the 
golden rule and you should be okay.

Legend:

R = Rush attack
S = Slam attack
>= Towards opponent
< = Away from opponent
>> = Dash to opponent
^ = Up on the D-pad
E = Energy Button
- = Cancel
* = Stun
~ = Side Step Cancel
' = Fully charge upcoming move
[AB] = Aura Burst
-[AB] = Aura Cancel


***ALL COMBOS ARE DONE AT MAX KI AGAINST GOGETA AT MAX KI***


All combos performed on the ground without booster cards in SSJ2. 

Beginners Section
No cancel knowledge needed

1) S*, <RRR*, >RRS<E [Soaring Dragon Strike] 9 hits, 1036 damage

2) S*, >>R, <RRR*, RRRRS<E [Soaring Dragon Strike] 12 hits, 1159 damage

3) S*, <RRR*, ^E [Super Kamehameha] E [Father Son Kamehameha]
(triggered at 13 hits) 23 hits, 2197 damage

Intermediate Section
No Burst canceling knowledge needed

1) RRRRS<E- [Soaring Dragon Strike], S*, <RRR*, >RRS<E [Soaring Dragon Strike]
15 hits, 1462 damage

2) >RRS<E- [Soaring Dragon Strike], >>R, S*, <RRR*, ^E [Super Kamehameha] E
[Father Son Kamehameha] (triggered at 18 hits) 28 hits, 2699 damage

3) >RRSS-, >>R, S*, RRRRS<E [Soaring Dragon Strike], <RRR*, ^E 
[Super Kamehameha] E [Father Son Kamehameha] (triggered at 23 hits)
33 hits, 2901 damage

Advanced Section

1) >RRSS-[AB]S, [AB]R, S*, RRRRS<E- [Soaring Dragon Strike] <RRR*, ^E
[Super Kamehameha] E [Father Son Kamehameha] (triggered at 24 hits)
34 hits, 3050 damage. Opponent gains 2 ki bars 

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TEEN GOHAN SPECIAL MOVE RATINGS

Kamehameha: 4/10
There just isn't anything that stands out about the Kamehameha this time
around. While this use to be a solid and reliable move, the Kamehameha just
doesn't have anything going for it in the Shin Budokai series. The damage is
average, the ki blast itself travels fairly slowly, the start up time prevents
it from being useable on its own, and it hits multiple times making it very
easy to teleport counter. Avoid using this whenever you can, you'd have to 
play some really terrible people to hit them with this from a distance and
you are better off finding something else to end combos with.

Masenko: 7/10
This close range blast is perfect for close to mid range combat. When fully
charged or done from an aura burst, this move fans out over a wide range 
hitting any side stepping opponents at close to mid range. Remember this is a 
proximity blast so don't use it thinking you can hit a fleeing opponent.

Soaring Dragon Strike: 10/10
This should be your move of choice for Teen Gohan. Soaring Dragon Strike hits
fast and hard, and like all other physical death moves, the opponent can't
guard it when it is fully charged or done from an aura burst. Since the
attack is only 2 hits, it is difficult for the opponent to teleport counter.
The best part of Soaring Dragon Strike is that it can be canceled, allowing 
combos to go further beyond the attack. You could even use Soaring Dragon
Strike twice in a single combo or even link it directly into Super 
Kamehameha if you really wanted to get the most out of it. For all of these
uses, Soaring Dragon Strike gets a perfect score.

Full Power Energy Wave Barrage: 6/10
This ultimate attack suffers from the same problems Super Kamehameha does,
while it is easy to use, it just doesn't bring anything special to the
table. Without any follow up options, you won't be hitting any higher than
the 2000s for damage in a combo, and since this move has low priority, it
isn't a viable option from long range. 

Super Kamehameha: 6/10
Now this is the Kamehameha I remember. The only problem with this ultimate
is the damage, when used by itself in SSJ or SSJ2, 1200 is the most you can
expect to see. However since there is no start up time, Super Kamehameha is
very easy to combo into making more useful than a number of other ultimates
in the game.

Father Son Kamehameha: 10/10
This is hands down the best Kamehameha to ever grace a DBZ fighting game.
Since Super Kamehameha is already easy to connect with, a follow up that
effectively doubles its attack power removes any real weakness as an
ultimate attack. 

Power of Mixed Blood: 8/10
Though this Aura Burst Charge can only be used in base form, it adds 20% to
both Gohan's attack and defense. On top of giving base Gohan a free stat
boost, Mixed Blood Power also stacks onto his SSJ boosts.  Worst case, even 
if you are still getting your ass kicked during this at least you take 20%
less damage.

Golden Warrior: 1/10
Like all of the other ki draining Aura Burst Charges, Golden Warrior is
completely useless. Unless you want to throw the match, never activate this
Aura Burst Charge.

Last Ditch Power: 1/10
Same as Golden Warrior except that this Aura Burst Charge just raises your
attack power. In other words, useless.

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FREQUENTLY ASKED QUESTIONS

Q: How do you use and Power of Mixed Blood, Golden Warrior, and Last Ditch
Power?

A: In order to use any Aura Burst Charge, you have to push C (left
shoulder button) and B (right shoulder button) together at the same time.
Aura Burst Charges are unique to every character and can only be used once
per match.

Q: How do I teleport behind the opponent when they attack me?

A: To perform a teleport counter, simply press forward and guard at the same
time when you are attacked.  Teleport counters consume 3 ki bars and can be
canceled into a combo by holding down guard when you teleport.  

Q: How do I teleport after the opponent when I knock them away?  Also, how 
do I do (insert special move) after the teleport?

A: To perform a pursuit attack, simply press Burst (right shoulder button)
after you knock the opponent away with any attack.  Pursuit attacks cost 1 
ki bar and can be done up to 3 times in a row.  After the 3rd attack, your
character will automatically hit the opponent with a special move.  Be 
warned, each pursuit attack gives the opponent 1 ki bar back so connecting
all 3 is extremely rare against a skilled opponent since they will most 
likely be able to teleport counter behind you for a free combo.  

Q: I keep seeing the computer recover health, how do I do that?

A: Health recovery is an Aura Burst Charge unique to Piccolo, the Buus,
Cell, Janemba, and Cooler.  The best way to deal with health recovery (and
any powerful Aura Burst Charge) is to stop the opponent from ever using it.
Close in, stay in their face, and keep the pressure on them so they never get
a chance.  In the off chance they manage to get away and use it, they will be
wide open so hit them with any long range death move, or even an ultimate
to instantly shave off some of the health they regained. Even if the 
opponent manages to heal, it is only 1500 health points, easily taken away
by another combo.

Q: The computer keeps kicking my ass in Another Road, is there any way to
deal with all of the enemies?

A: The best way to deal with the gauntlet of enemies thrown at you in Another
Road is to learn how to combo cancel.  Instead of boosting your stats with
cards and spamming >E, just learn how to combo and you'll be able to take out
3 or 4 enemies without losing a single bar of life.  No I'm not exaggerating,
the A.I. in Budokai simply doesn't know how to deal with extended combos
from charge canceling.  Once you master combo canceling, stat boosting removes
all difficulty from Another Road since a combo that hits for 2000 damage 
normally could hit for well over 4000 damage.

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QUESTIONS?  COMMENTS?  ADVICE?

You can email me at [email protected] if you have any questions or comments
regarding this guide. 

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SPECIAL THANKS

Dimps and Atari - For caring enough to improve the series with each game.

Nnamz - For all of your support and permission to use your faq layout

Zejitox, philff138, cml64, Brogeta, Goryus, Sjsman, vegeta1,
kekken5, EVIL CAPTIAN AMERICA, SuperShinySonic, superior13, kevinlim123,
1ssj4gogeta1 - and everyone else on the Another Road board (specifically the
tier topics) who know how to play the game and continue to contribute to the
community

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LEGAL INFO

This 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.

Copyright 2008 DrunkenPilot72