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
[email protected] 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

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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.
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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.
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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. >.>
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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

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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

----Intermediate----

<-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

----Advanced----

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

----Expert----

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.

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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.

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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.