Dragon Ball Z: Budokai 3 Adult Gohan FAQ and Guide Table of Contents: 1 - Intro 2 - Bio 3 - Pros and Cons 4 - General Information 5 - General Strategy 6 - Cancel, Stun, and Juggle Combinations 7 - Useful Capsules, Set-ups, and Strategies 8 - Character Match-ups 9 - Outro 1 - Intro Before I begin, there are a few things I want to make clear. First of all, this is not one of those character FAQs where I list all the capsules and how much damage deathmoves do. In my opinion, that is the most shallow way of describing a character and doesn't even begin to cover all the depth and ability a character has. It doesn't tell you anything about the character or how to play the character well, so I won't be doing that. I'll list a few useful capsules, but if you're looking for an extensive list of capsules, or anything of that sort, you won't find it here. Also, I'm not trying to tell everyone how to play, or get you playing a certain way. I'm trying to get you THINKING a certain way. There is a lot of depth and strategy in this game, like any other fighting game, and until you're thinking a certain way, you won't be able to progress. I will present concepts and techniques used at high level play that you should learn, but you really just have to kinda develop your own style, and just go with it. The object of any strategic game is to control as much of the game as possible. You want to deplete all of your opponent's life bars, and they want to do the same to you. There is no one way that works best, or step by step method for how to do it, but there is a certain fluidity to a strategic style of play, and that is the essence of any good fighting game. Everything you practice should flow smoothly, and if it isn't, you're either doing something wrong, need to practice more, or you've come across a situation you were unprepared for, and you won't be able to react quickly and efficiently to it again until you confront it. 2 - Bio Soon to come. 3 - Pros and Cons Gohan's Strengths: -He has a reliable combo platform, which is his most vital attribute. -He is by far the most damaging character in the game. He can get an instant win in one combo, without attack upgrades, quickly and efficiently. -He has some of the best capsule set-ups in the game. See useful capsules for more detail. -Great transformations. They give him nice upgrades in ki and attack power, with bearable slot usage and ki guages need to transform, as well as give him nearly unavoidable guardbreaks, off of which he can deal very high damages. -He is not transformation dependent. This is a great advantage over many characters, who need their transformations to use their deathmoves or gain various other advantages, because it means he can use Yakon on them. Having such a powerful level two deathmove and not having to transform to use it means he can do it early in the match, and doesn't have to worry about the Yakon. -He has the best level two deathmove in the game. It is a melee attack, which means he gains ki when he uses it. He can also cancel it, making it comboable, and it is also an infinite in the air, which is where his high damage comes from. Gohan's Weaknesses: -While his combo platform is reliable, it still leaves a lot to be desired. He is not very versatile, and has a mediocre offensive combo starter, which means he is at a disadvantage against defensive characters. He has no safe defensive starter himself, so he will also be at a disadvantage against characters with longer reach, and he also has no close range P starters, so he won't fare well against characters that do, or characters that have a comboable throw. -Although he is the most damaging character in the game, he completely relies on his level two deathmove to unleash high damage combos. This is a problem against many characters if they can equip a ki-based defense capsule, and also means he needs to use excessive amounts of ki for higher damage combos. -His Meditation capsule lessens his ki expenditure considerably, but the fact that his level two deathmove eats so much ki makes him somewhat reliant on it. He is also reliant on it at high level play, since there are many characters with many advantages over him. Without his exceptional capsule setups, he'd be a somewhat mediocre character in general, comparable to characters like Bardock. -Small characters with high combo resistence are nearly impossible to land a good combo on with Gohan. On the ground, his main starters whiff at close range, and his nuetral starter whiffs at long range. Since he cannot fight on the ground with them, he has to take to the air, so they are all pretty safe from him on the ground. Fortunately, there are only a few characters like this he'll have a problem with. So you see, Gohan is a great character, but he is far from perfect. His saving grace is his high damage output. He only needs to land one combo (or two with seven life bars) to win a match, while most characters need at least two or four. His capsules also go a long way, because without them, he couldn't even compete against a few characters in the game, high damage or not. 4 - General Information Here are some useful combo strings for making combos: Cancels: >PKK- KKKK-
PPPKE-
KK>KKE-
KPP>P
P,
which makes it somewhat useful. Whatever you do, don't forget that he does have
change-up attacks for all his starters. Here are some strategies for landing
offensive starters:
- When your opponent is within range, go for it. Since he has the generic >P,
he has the same reach as many other offensive characters, so learn to beat them
to the punch. The player with the fastest reflexes in these situations will
land the attack, so if you do it before your opponent, you win. If they block,
relax, you'll still build some ki and do a little bit of damage. Also, remember
that your P. Many players will not expect you to
come out with a P, if there is
any lag time between the string. Just pick your shots carefully, because you
can get hit while doing this.
- If you're using the above strategy, and you don't have a chance to come in
for the attack, attack at the end of the string. If you time it perfectly, you
can almost always land it, but realistically, you won't do this very often. But
if it's blocked, don't worry, you're still keeping on the offensive this way.
- Use a guardbreak. Gohan does not have many of them, but use what he has. Be
careful with dash attacks. Only do them from as far away as you have to. If you
have to hold the forward button, you're too far. If your opponent dodges your
attack, they get a free hit, and even though it will juggle you, there are some
characters (such as Gohan) who can capitalize on those kinds of counter hits.
Anyway, off of a guardbreak, you can go in for a >PKK-transform, and juggle
your opponent high enough to combo. If you time it perfectly, you can catch
them before they can guard, but after they regain their balance, and land a
full combo on the ground.
- Capitalize on mistakes. The key thing about offensive starters, is that even
from a long range, you can land an attack, so your opponent should never be
safe. If they make any mistakes, you rush in and land a quick combo on them, or
long, if you have time.
Gohan's "plan B" attack strategy is to use his nuetral starter. Namely, his K.
It is reasonably fast, but it is shorter in range than his K. It can be used
similarly to his offensive starter, and similarly to a defensive starter, which
is why I call it nuetral. Here's some strategy for you:
- When your opponent is within range, go for it. The K makes a great follow-up
to a blocked offensive starter, since they all pull you within range. The speed
of the K will override most offensive starters, and if you beat your opponent
to the punch, you'll win.
- If your opponent is going for a combo string, block or dodge. It doesn't
really matter, as long as you stay in close range. When you see an opportunity
in some lag time between the string, hit them with the K and interrupt the
combo. Just be careful, you won't be invincible with this technique.
- If you're using the above strategy, and you don't have a chance to come in
for the attack, attack at the end of the string. If you time it perfectly, you
can almost always land it, but realistically, you won't do this very often. But
if it's blocked, don't worry, you're still keeping on the offensive this way.
- Use a guardbreak. Gohan has some awesome damage potential off of a
guardbreak. Even though following up immediately with a K will throw them up in
a juggle because it is a counterattack, Gohan can still use his SDS infinite.
Use this when you want to get straight to business and maim your opponent, if
you see the opportunity.
- Again, capitalize on mistakes. Nuetral starters are great after a dodged dash
attack, a sidestepped attack, and anytime your close enough while your opponent
is open. Look for the opportunity, learn to spot it, and just go with it.
Defensive Play vs. Offensive and Nuetral
When used properly, defensive play is arguably the most reliable means of
landing an attack. It is designed to be used a certain way, and when it is, it
lands. Offensive and nuetral play is not. There is no great way to start an
attack with one, however, you have many more opportunities with them. You can
throw many more offensive or nuetral starters safely than you can defensive
ones. In conclusion, the key to landing offensive and nuetral starters is not
necesarily HOW you use them, but when. They are designed so you can attack from
further away, at a quicker speed, in a safer, efficient way than defensive
starters. You can go for it when your opponent is weak or unprepared more than
you can with defensive starters. So, focus more on being the attacker, instead
of how you're attacking, and remember your change-ups. Make less mistakes than
your opponent, cover yourself as well as you possibly can, and you'll become a
formidable offensive player. Here is how you can be safer:
- Use your change-ups. For example, instead of a >PKK-, throw a >PPPP>P...you
can even get an SDS string to go underneath and behind your opponent off of
that string, or continue it indefinitely from the front. If you have good
enough reflexes, go for the launchers when your >P gets blocked. Same goes for
>PPPKE. There are change-ups for all your starters. If your KK doesn't land,
follow through with PPP sometimes, instead of always using KK, or go for the
K PKK~, then continues on to do
the SDS strings. It gives your opponent enough time to build an extra fifth of
a ki bar on average. The nuetral version has the same recovery time, but looks
like this: KKKK-, >PKK~,