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 defensive character than anything else, but with
his short arms, it shouldn't come off as a surprise to anyone.



- 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.



- 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.



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

*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, 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. 



*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.


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 performed on the ground without booster cards in SSJ2. 

Beginners Section
No cancel knowledge needed

1) S*, RRS>R,