Dragon Ball Z: Infinite World Adult Gohan Guide Author: TS Aneila =========================================================================== Table of Contents: 01: Updates 02: Introduction to Gohan 03: Techniques & Management 04: Gohan info 05: Gohan strategy 06: Gohan match-ups 07: Gohan combo section 08: Conclusion 09: Special Thanks to 10: Contact & Legal info =========================================================================== 01: Updates =========================================================================== 02: Introduction to Gohan- Pretty sure everyone knows who Adult Gohan is and what he did throughout the Buu saga so not going to talk about the anime. So let�s cut to the chase, he has changed a bit over his B3 counter-part. A new optional Deathmove, Ki Blast Cannon which he received from Shin Budokai: Another Road Future Gohan, a nullifying starter, ridiculously easy DM infinite and quite a bit of new stuns. Advantages- Great damage, multiple transformations to increase baseline ki and damage, juggle DM infinite and a nice combo platform to work with. Coupled with a nullifier starter, decent attack speed and range he can hold his own very well; Ki Blast Cannon is a very good DM too. Disadvantages- Well, honestly he doesn�t suffer from much other than priority compared to others. He isn�t the fastest nor has the best ki baseline, but he actually has enough to do quite good. His starters could be a bit quicker but that�s really all he is lacking, even still his starters are pretty solid anyways. =========================================================================== 03: Techniques & Management- Canceling: A technique that has been around since Budokai 1, the basic concept behind it is using a string that has a chargeable move during it, that can keep the opponent in the hit-stun long enough to cancel with the guard button and then quickly start a new string. It has many advantages, first is it helps you do lots of damage, while building you ki meter and makes your strings safe. Moves that aren�t canceled are very bad and can usually be punished by opponents who guarded or if you whiff. They also can be used for mix-up to keep your opponent guessing which string you will use next, he�ll have to constantly figure out what you�ll do next and when to squeeze in an attack to hit you. Whether you�ll tick a throw, side-step behind him, or keep the pressure on him is all what makes canceling great. Usually the aggressive player that�s always on the offensive can have control over most the match. Ki Management: A very important thing to focus on during a match. You need ki for everything almost, deathmoves, ultimates, aura guard, transformations, and probably the most important, teleport-counter. You should always make sure you have at least 3 bars to TC out of combos, aswell as make sure you have the ki advantage over your opponent. Players on the offense gain ki at quite a fast rate, while guarding opponents slowly gain a fraction of what you get. This goes back to being the aggressive player, it helps you stay ahead in the ki department. There will of course be times when you will be low on ki and your opponent will have the advantage. Sometime you can try and get away (usually it�s not that effective) to charge it. A solid method of getting back in the lead is using anti-TC moves. Examples of this are Goku�s >P+K kick and Cell�s neutral P. You wanna use a poke to try and bait them behind you, as they appear you can hit them with an anti-TC move. It must either be a fast P most the time, or a nullifier to catch them. Fatigue Management: The fatigue meter has been taken from Burst Limit and put into Infinite World, whether for better or worse. Unlike Burst Limit, you cannot lower using transformations, so you must be careful and pay attention to it; it only lowers automatically over time but at a very slow rate. Fatigue raises while you are blocking or dodging, taking any sort of damage in general. Being fatigue will drop most characters into their base form state (assuming they can transform). While it seems bad, it can be a good thing allowing use of transformation guard crushes again to get in damage. Only thing to watch out for is juggle fatigue deathmove infinites; Adult Gohan, Goku and Bardock are the main people that can do this, if you get fatigued while in their juggle� it�s pretty much game haha. =========================================================================== 04: Gohan info- Alright, going start off mentioning his starter options. He has 3 different ones to choose from that each have a good way to approach. >PKK- is the most standard, it�s pretty quick and has the reach leading into an axe kick cancel, KKKK- is nice pressure and best used up closed after you used >PKK- to pull yourself in. His final starter choice is the PPPPP stun, it is fairly fast and leads into a nullifier double fisted swing. The nullification window is pretty long on that final P swing activating the second you see him use it and doesn�t end until well after he�s recovered. It pushes back on block too making it pretty safe, also you can cancel the last P as well just not enough to combo into it with anything. I suggest canceling the P if the opponent is dodging your swings so that way they don't dodge the nullifier and throw you or whatever, only let it totally go through if they have been blocking. With these 3 starters you are pretty much set as far as approaching and which to use in what situation. PPPPP will cover you and is needed against people who have better starters or nullifiers (Z Goku, Pikkon, Cell). >PKK and KKKK can be used against pretty much a huge chunk of the cast safely. Soaring Dragon Strike- Same as it was in B3, 4 hits, cancel it on the third. I wanna say it requires fast cancel to chain properly but...it really doesn't. In B3 it was kinda dumb because you had to cancel it so fast off a low juggle and use a preset combo involving a K to keep chaining it. Because of the start-up of K ontop of how low the they would float in the air, it made it difficult to chain more than 2. Now you can chain SDS off of anything you want. Because Gohan's P is so fast on start-up you can do things like... PPPPP*, PPPP SDS-, PPPP SDS-...repeat with the greatest ease. You can also just simply use PP SDS instead of all 4 hits since there is a slight pause between one meaning they might hit the ground before it comes out. You could use KKKK off a high juggle aswell for SDS. Personally I wouldn't recommend it because the ki gain isn't any better than 4 P's, it also requires fast cancel to chain it. PPKK is another possibly even easier move to use for juggling people with SDS and in all honesty, the main one I use, but it's up to you. Gonna say this now, and that is Gohan has 2 strings that reset a juggled opponent on the ground. First is <PP which also stuns, the second is PKK. PKK doesn't stun, infact the first K is what resets them back on the ground while the second K has Gohan leg tripping them into a perfect juggle height for SDS. Because of this you can use launchers and juggles during combos then bring them back on the ground with <PP and a PKK for an SDS ender. With all the combo options he has he can gain a very good amount of ki to put him far ahead. Like with Z Goku he can build large amounts of ki off one combo and use SDS cancels and STILL have a ki advantage. Top it off SDS does really good damage and fatigue and can chew through 2 lifebars in seconds, especially as Unlock Gohan, each SDS cancel will do half a life bar. SDS Damage and Fatigue info- Base form: 4 hits, 600 damage. 20% Fatigue. Canceled does 3 hits, 390 damage. SSJ: 4 hits, 660 damage. 23% Fatigue. Canceled version does 3 hits, 420 damage. SSJ 2: 4 hits, 689 damage. 26% Fatigue. Canceled does 3 hits, 448 damage. Unlock: 4 hits, 780 damage. 30% Fatigue. Canceled does 3 hits, 507 damage. Ki Blast Cannon or Kamehameha? Pretty much a no brainer. Ki Cannon deals slightly less damage and fatigue but is a much better DM still than Kamehameha. Ki Cannon is for the most part is instant and while you can't see it, travels at about the speed of Jan's Hellgate. Not only that but it costs 1 ki and is not easy to TC. This along with Jan's Hellgate is one of the only DM's in the game that could be used outside of a combo and be safe while most likely connecting. Wouldn't suggest spamming it because that defeats the purpose of Ki management BUT if you are in Unlock and have over 3 ki or feel you can use and will land without a TC, throwing it out here and there for extra and damage and fatigue isn't a bad thing. Could even help you win a match you may have lost but because you were able to work in little pot shots here and there to came out the victor. =========================================================================== 05: Gohan strategy- Well, your main goal is to pull off an SDS juggle fatigue infinite, Gohan has all the tools and starters to get it going so it shouldn't be a problem. Also to add, SDS guard breaks, against nullification monsters like Yamcha and Pikkon you will have trouble. While it's best to use PPPPP against them it won't exactly cut it. SDS can be an optional starter choice, it takes 2 ki to use but you are guaranteed to land it in some cases. They can still dodge if they are fast enough and use Aura Guard. The two quick hits of SDS should be enough to break their nullifier single punch depending on your spacing and if it connects will either force them to TC, which you should be safe if you cancel the SDS or they eat 400 damage~ and you get a combo lead in. Ki Cannon is there for a good reason too, don't forget to toss it out here and there against them if you have trouble gettin combos off. You can aura dash backwards to put some distance, possibly charge ki. Remmember while you guard and they attack you gain ki so you can go SSJ at the start and guard break them. Personally I feel Yamcha is easier for Gohan to deal with because he only has 3 baseline. You can pull the ki advantage and toss out Ki C. or SDS starters along with your insanely quick damage and fatigue. Against Pikkon it is gonna be harder because of his 5 ki baseline, strategy is roughly the same though. If you are getting pressured too much, remember Gohan's >P+K is a nullifier. It GC's and comes out fast, careful against using it on people with multi-hit nullifiers, theirs will override yours. =========================================================================== 06: Gohan match-ups- Match-up section is going to be a bit different than my Vegito guide. Just going to go through the characters in his tier and above and which ones will give him the most trouble. Already went into some detail on Pikkon and Yamcha earlier so not much reason to repeat myself. GT Vegeta- Generally difficult, assuming your opponent can fast cancel and play him right. Watch for his lunging elbow starter, which is similar to Goku's just not as quick. Getting near him will be kinda tricky, you don't have anything to approach with to get past his defensive P+K. When he lunges at you be aware you could possibly work out your >P+K to knock him down once GT Vegeta has canceled the lunge, either that or GC him on his block. Try not to get near him and if you can get some Ki Cannon damage in there. Syn Shenron- Overall just way too fast for you. >PPPKK rushdown is overwhelming for Gohan to compete against. You can try your PPPPP to keep up with his speed but it's the fact that Syn's >P has so much reach compared to you. His high baseline will mess you up too. It's unwise use Ki Cannon to give him a free TC behind on you, same goes for trying SDS starter. SDS would best be used if you've got him around 3 ki and you have at least 3 to spare. He can keep up with you in damage aswell, try your best to get the ki advantage and fatigue infinite, it's really all you can do. Dabura- Zoning is really good, gotta watch that spear cancel. Ki Cannon is a good tool here to punish him and get some damage in. He has a slight ki advantage at the start but if you can reach SSJ2 or above you should be set. Working around the spear will be hard but if you can bait him towards you with Ki Cannon it's possible to annoy him enough to get him coming to you. If you can get close or get him close to you watch for his KKKK and match with your PPPPP. Get that infinite off and bring the hurt. The two Gokus- Fear both their shoulder lunging starters. As known by now they can weave in and out safely with it. You don't have anything to match it cept really a ki shot which isn't the safest. At best it'll knock them back but you cannot follow up, if you do hit them back try and charge your ki. If that wasn't bad enough both their >PKK's is faster than yours. I think theirs and your KKKK is about the same though. Easily the hardest match-up and I think at this point if you aren't Pikkon or Yamcha, Goku can tear you apart. =========================================================================== 07: Gohan combo section- Legend: /\ = Up on D-Pad \/ = Down on D-Pad < = Back on D-Pad > = Forward on D-Pad P = Punch ; default on Square K = Kick ; default on Triangle G = Guard ; default on X E = Energy ; default on Circle D = Aura dash ; default on R1 P+K = Punch + Kick ; default on R2 HM/AB = Hyper Mode / Aura Burn ; default on L2 C = Charge Ki ; default on L1 T = Taunt ; Guard + Downx2 \/E = Transformation /\E = Ultimate ' = Fully Charged. * = Stun - = Cancel ~ = Sidestep cancel ; same as Cancel just with a \/ or /\ + G while charging HS = Heavy smash, Aura dash then P+K D~ = Aura dash sidestep ^ = Pop up = "Juggle" FF = Full Fatigue R = Reset ; can be done after a FF to make used strings available again R^ = juggle reset , resets the person from a juggle into a grounded state GC = Guard Crush ------------------------------------------------------- Gohan cancels: >PKK- KKKK- Gohan stuns: <KP* <PP* >K* PPPPP* Gohan juggles: <P+K^ >PPPPP^ >KPPP^ <KPP^ ------------------------------------------------------- Combos: Beginner- <KP*, <P+K^, <PP*R^, >PPPPP^, <E (SDS). 14 hits, 968 damage. 47% Fatigue. <P+K^, <P+K^, <PP*R^, PPPPP*, PPKK <E (SDS). 17 hits, 1121 damage. 53% Fatigue. Intermediate- >PKK-, <P+K^, <PP*R^, KKKK-, VE HS, KKKK <E (SDS). 20 hits, 1275 damage. 55% Fatigue. >PKK-, >K*, <PP*, VE HS, KKKK-, >PPPPP^ <E (SDS), L1. 22 hits, 1326 damage. 60% Fatigue. Advanced (SDS cancels required)- >PKK-, <P+K^, >PKK- VE^, >PKK- VE^, <PP*R^, >K*, PPPPP*, PPKK <E- (SDS), PPKK, <E (SDS). 35 hits, 2022 damage. 100% Fatigue. >PKK-, <KP*, <P+K^, <P+K^, <P+K^, <PP*, >K*, VE HS, KKKK-, PPPPP*, PPKK <E-, PPKK <E-, PKK <E, [FF], >E (Ki. C). 44 hits, 3049 damage. Updates too come... =========================================================================== Conclusion- Gohan's final evaluation: Range: 6/10 Juggle Ability: 5/10 Damage Potential: 10/10 Cancel Ability: 6/10 Stun Ability: 8/10 Rushdown: 7/10 Defense: 6/10 Gohan is quite solid and his damage is really great. He was fortunate enough to have two very very good DM's. SDS is a given though, the fatigue system helps a Gohan player out immensely, focus on going into it on fatigue contact to seal the match. His starters can get him by, make sure to have a good understanding of his >PKK when using it. It is a lil' bit slow and you do have PPPPP, so use it. You've got Ki Blast Cannon to work in damage and of course 3 transformations with max baseline ki of 5. Summ'd up, you've got a pretty good assortment of tools to land SDS infinite, you aren't Bardock after all. =========================================================================== 09: Special Thanks to DIMPS for continuing the series. Azuro for setting up DBC for these games to have competitive discussion, TrollCapAmerica, DrunkenPilot, Nnamz, Escobuu, Gogetassj4666, Dizlord, Fog and all the vets who have worked on these games throughout the years. =========================================================================== 10: Contact & Legal Info: Any questions or concerns about this guide than please feel free to email me at [email protected]. This guide is not to be reproduced under other websites other than GameFAQS solely or unless with my consent, this is for personal use only and otherwise a violation of copyright laws. Copyright 2009 TS Aneila