DBFZ/Teen Gohan

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Son Gohan (Teen)
DBFZ Teen Gohan Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Defensive/Rushdown, Zoning, Power

Overview[edit]

Named in honor of his father's adoptive grandfather, Son Gohan is the firstborn son of Goku. Even as a young child, Gohan possessed hidden reservoirs of power that he could tap into when his anger is stoked. Young Gohan abhorred violence, but always came to the aid of his father and their friends when the need arose, eventually becoming the first to attain the state of Super Saiyan 2 during his battle against the villainous android Cell.

In Dragon Ball FighterZ, the younger version of Gohan is a fast and powerful fighter who makes up for his lack of range with overwhelming strength that can subdue careless opponents quickly.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Some of the highest damage potential in the game, solo and extended.
  • A passive strength: Though the fact T. Gohan is small, hard to hit and cannot be fuzzied is a great asset.
  • One of few characters with unscaled (minimum damage proration) specials allowing for versatile approaches to high damage combos, including ToDs.
  • High meter gain, Gohan can spend meter to finish combos and still come out very positive (very strong battery).
  • High damage level 1 super and the strongest level 5 super.
  • Enough corner carry to end virtually any combo in the corner.
  • Deadly pressure with jL double overheads allowing for cross-ups and fuzzies.
  • Assisted 50/50's on demand with Lightning Legs.
  • Bardock's grandchild. Inherits the auto-combo and pseudo-lariat.
  • Has a meterless reversal DP.
  • Most of his specials have incredibly high hitstun (retains hitstun at the end of long combos) allowing for combos that are generally not possible with other members of the cast.
  • Stubby limbs that equal short-ranged normals require strong spacing awareness in neutral.
  • No beam projectile or offensive air specials can make approaching very difficult, especially against characters with good full screen options.
  • Pressure relies heavily on speed and conditioning when assists are not available.
  • Situation specific combo structure has a profound learning curve.
  • Due to its angle of fire his level 1 super (Motionless Kamehameha) can be hard to use in specific instances, like Z-switching into it.
  • The more optimal combos generally do not lead into a sliding knockdown which can sometimes lead into an unfavourable situation (needs to use assist to mitigate this).



Normals[edit]

5L[edit]
5L
DBFZ TeenGohan 5L.png
DBFZ TeenGohan 5LL.png
DBFZ TeenGohan 5LLL.png
O M N I D I R E C T I O N A L
T R A C K I N G
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 3 12 -3
  • One of the better reaching first light normals.
  • Pushes Gohan forward slightly, unlike most who remain stationary.
  • Same 5L as Bardock. A sign of things to come.
5LL 700 All - 9 3 12+10 -4
  • Leaping jump kick, decent forward moving anti-air.
  • On hit it props the opponent up in the air. Gohan can special and jump cancel into a variety of follow ups.
  • On block it can be cancelled into 5LLL, j5S, j2S, Lightning Legs, Super Dash, Vanish and Z-Change.
  • Gohan can perform a falling jL after the recovery. In the corner where 2L doesn't whiff it becomes a true high-low (bless Hiroki).
  • Leaves Gohan high enough after the recovery to air dash over crouching enemies and cross them up, except for big bodies.
  • Side switch auto-corrects.
  • Qualifies as an eSports normal.
5LLL 1000 All - 13 2 15+3 -5
  • Skyward launcher, tracks vertically near to a super jump and has significant horizontal range.
  • Gohan can follow up with Super Dash, Vanish, Lightning Legs and Z-Change.
  • On hit there is an optional side switch midscreen by delaying the follow up.
  • Counts as an air attack meaning 2H can beat it.
  • Side switch auto-corrects.
  • Heat-seeking child.
  • There is no escape.


5M[edit]
5M
DBFZ TeenGohan 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 9 3 16 -3
  • The shortest reaching 5M in the game but also has pretty good frame advantage (-3 on block).
  • Great for stagger pressure and hit confirms. Not used in neutral.


5H[edit]
5H
DBFZ TeenGohan 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 15 6 10+8 -8
  • Standard heavy attack but with slightly shorter range and longer start up than most.


5S[edit]
5S
DBFZ TeenGohan 5S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
300*1~4 All - 11 - 25 -4
  • Generic Ki blasts. The opponent can Super Dash through it and Reflect out of the block stun.
  • Fourth hit pops the opponent in the air in a backward trajectory.
  • Fast start up (11) makes it a good option for mid range pressure. The frame advantage becomes plus at ~40% screen distance.
  • 236X can be confirmed into from any of the Ki blasts at close to medium range.


2L[edit]
2L
DBFZ TeenGohan 2L.png
Piccolo's training at work
Damage Guard Smash Startup Active Recovery Frame Adv.
400 Low - 7 3 13 -4
  • Fast low attack. Very short range.
  • Will chain into itself, but because it pushes Gohan back if you are not very close or dashing forward the second 2L may whiff.
  • By micro-dashing it can be made effective for pressure despite its range.


2M[edit]
2M
DBFZ TeenGohan 2M.png
The reverse baseball slide,
destroyer of health bars.
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 11 12 12 -8
  • A slide with below average range and speed compared to other slides. The range is increased considerably when performed from a dash, including micro-dashes.
  • Uniquely long active frames (12) make this a superior meaty.


2H[edit]
2H
DBFZ TeenGohan 2H.png
SHORYUKEN
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 15 3 22+6 -17
  • Universal anti-air launcher with minimal range, invincible frame 4-17 to aerial attacks.
  • Small hitbox does cover both sides.
  • In blockstrings going from 5H to 2H often requires a small delay to prevent a whiff, including in the corner.
  • There is a sizable window where most low normals will whiff under Gohan.


2S[edit]
2S
DBFZ TeenGohan 2S.png
Best reference in the game
Damage Guard Smash Startup Active Recovery Frame Adv.
600, 700 All - 32 10 21+8 12
  • Downward Ki bomb that is treated like a generic Ki blast. The opponent can Super Dash through it and Reflect out of the block stun.
  • On hit the opponent is carried to the ground where the explosion pops them up for a significant amount of time.
  • Pressing 1S or holding 2S leap Gohan backwards before throwing the Ki bomb, pressing 3S or tapping 2S leap him forwards.
  • Can be regular and jump cancelled on ground impact.


6M[edit]
6M
DBFZ TeenGohan 6M.png
Dad's overhead
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 4+6 0
  • Universal overhead with Gohan's short reach.


j.L[edit]
j.L
DBFZ TeenGohan jL.png
Demon Clan school of fighting
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 6 3 13 -
  • Mini sword normal jL.
  • The hitbox extends well past the hurtbox and is placed low.
  • Good for double overheads, fuzzies and cross-ups. Decent air-to-air with forward momentum.


j.M[edit]
j.M
DBFZ TeenGohan jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 9 2 20 -
  • Range and active frames typical of a jL rather than a jM.
  • The hitbox extends lower than the visual would suggest.
  • Better at hitting opponents above Gohan than jL.


j.H[edit]
j.H
DBFZ TeenGohan jH.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 [1000] High - 13 3 - -
  • [] is on Smash hit.
  • Similar range to Gohan's other air normals.
  • The low reaching hitbox makes it a good button for air-to-ground, but it is difficult to use in cross ups or air-to-air.


j.S[edit]
j.S
DBFZ TeenGohan jS.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400*1~4 All - 13 3 21 -
  • Generic Ki blasts. The opponent can Super Dash through it and Reflect out of the block stun.
  • The fourth Ki blast pops the opponent up and back creating a small window for a follow up.
  • Produces enough hitstun to combo with j2S.


j.2H[edit]
j.2H
DBFZ TeenGohan j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 11 3 26 -
  • Typical air launcher.
  • Stops all air momentum and raises Gohan up and forward slightly.


j.2S[edit]
j.2S
DBFZ TeenGohan 2S.png
One per combo minimum
Damage Guard Smash Startup Active Recovery Frame Adv.
600, 700 All - 20 - - -
  • Downward Ki bomb that is treated like a generic Ki blast. The opponent can Super Dash through it and Reflect out of the block stun.
  • Faster start up than the ground version but the recovery can only be special cancelled. Projectile functions identically.
  • Pressing 1S or holding 2S leap backwards, pressing 3S or tapping 2S leap forwards.
  • Will inherit some of Gohan's air momentum.


Specials[edit]

5-Hit Combo[edit]
5-Hit Combo
236L/M/H
DBFZ TeenGohan FiveHitCombo.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 500*4, 700 All - 11 6 10+4 -5
  • A fast kick that covers roughly 40% of the screen.
  • On hit press L/M/H to follow up with side switching attacks.
  • 236L and L followups keep the opponent in place if they're on the ground and will raise them vertically if they're airborne.
  • L finisher sends the opponent behind Gohan and will wallbounce if they reach the corner.
  • Builds 75% meter when completed.
  • Safe on block (-5). At the very edge of its range Gohan's frame advantage is (-1).
  • Unscaled combo starter.
M 500*4, 700 All - 13 11 13+4 -11
  • Gohan's pseudo-lariat covering 90% of the screen (thanks granddad).
  • On hit press L/M/H to follow up with side switching attacks.
  • 236M knocks the opponent away and M followups will launch them horizontally resulting in a weak wallbounce.
  • M finisher sends the opponent in front of Gohan and will wallbounce if they reach the corner.
  • Builds 75% meter when completed.
    • With proper timing 236M(L-M-L-M) will carry an opponent almost corner to corner. At closer ranges you can air dash and Dragon Rush for a sliding knockdown.
    • If Smash has been spent you can still follow up an M finisher in the corner with jL, jM or j236L if the hitstun decay is intermediate.
    • 236M(L-L-L-L) will combo with j2S for a Super Dash follow up midscreen.
    • The first hit will combo with 5L or 5M at short or long range if Gohan travels into the corner.
  • Only safe on block from long range, at the edge its (-1).
  • Will cross over crouching opponents on block, except for big bodies.
  • Unscaled combo starter.

This version will side switch on hit if Gohan is pushing up against a small and crouching character outside the corner. Unlikely but be aware.

H 300*4, 700 All - 13 7 13+3 -5
  • 236H also covers 90% of the screen.
  • On hit automatically performs all followups in rapid succession punctuated with an H finisher.
  • H followup will immediately end 236L/M with an H finisher.
  • H finisher sends the opponent in front of Gohan. Will cause a wallbounce anywhere on the stage if Smash is available, setting up for a Super Dash into a jH sliding knockdown.
  • Safe on block (-5), at the edge its (-1).
  • Scaled combo starter.


Flying Kick[edit]
Flying Kick
j.236L/M/H
DBFZ TeenGohan FlyingKick.png
Lightning Legs!
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 350*N All - 7 3(2)3(2)3 10 -5
  • Hold down L, M or H after the attack has started to continue kicking until landing. Performs 3 kicks at minimum.
  • Immediately interrupts Gohan's air movement for a split second, starting a fall, but maintains all horizontal momentum.
  • Will always do a final kick right before landing.
  • Very long landing recovery which can only be super cancelled. Will combo into both supers with intermediate hitstun decay.
  • Safe on block (-5) despite the recovery.
  • Scaled combo starter.
M 100*7, 700 All - 16 [3(1)3] Till L 6 -2
  • Gohan performs kicks for a fixed amount of time. If he touches the opponent a full barrage is triggered.
  • Imparts forward momentum equal to a forward jump during and after the animation.
  • On hit Gohan will not recover until landing.
  • Will produce a weak wallbounce with long hitstun anywhere on the stage if Smash is available, which can be followed up on the ground by:
    • 5L, 2L, 5M, 214L, and level 1 super in the corner.
    • 5S, 236L and level 1 super near the corner.
    • 236M and level 3 super midscreen.
  • On block will raise Gohan slightly. Recovers in time for a falling jL regardless of starting height.
  • Safe on block enough (-2) to jump out or backdash.
  • Unscaled combo starter.
H 80*13, 900 All - 9 [3(1)3] Till L 6 2
  • Similar to the M version but with more damage and longer duration on hit, block and whiff.
  • Has the same forward trajectory as the M version.
  • Will cause a strong wallbounce with great knockback if Smash is available. Gohan recovers in the air setting up for a Super Dash into a jH sliding knockdown.
  • Plus on block (+2), jL will beat 6f jabs (but not 2H start up).
  • Unscaled combo starter.


Super Dragon Flight[edit]
Super Dragon Flight
214L/M/H
DBFZ TeenGohan SuperDragonFlight.png
Beats perfection every time
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 1000 All - 9 10 22+8 -28
  • Gohan's anti-air DP, invincible frame 1-10 to aerial attacks.
  • Because of its anti-air invincibility and fast start up it can punish small gaps that 2H can't. For e.g. SSJ Vegeta's 236M-Vanish or Teen Gohan's 5LL-j236M.
  • Can only be super cancelled.
  • Unscaled combo starter. Combine it with an assist or Vanish for decent combo damage.
M 1350 All - 16 16 29+8 -41
  • Gohan's go-to DP, invincible frame 1-17.
  • A much larger, higher and further-forward reaching punch. Launches opponents much harder than 214L.
  • Can only be super cancelled.
  • Criminally underused.
  • Highly scaled combo starter.
H 1000, 200*6 All - 9 3 29 -20
  • A two-part DP attack, invincible frame 1-11.
  • If blocked or whiffed Gohan will not perform the uppercut but will still have to deal with a long recovery. Gohan also won't uppercut if Smash has already been used.
  • The first hit induces a uniquely prolonged stun state. The only way to make actual use of the stun is with a sparking empty Vanish.
  • On hit it can combo into level 1 and level 3 supers after landing.
  • Can only be super cancelled.
  • Highly scaled combo starter.


Assist[edit]

Super Dragon Flight
A1/A2
DBFZ TeenGohan SuperDragonFlight.png
"Daijoubu desu ka?"
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 21 16 68 29
  • Gohan's 214M in Assist form, a DP on demand. Invincible frame 5-22.
  • Gohan will only appear a short distance in front of the active character.
  • The assist version has less hit stun, the opponent will recover right after reaching the apex of their trajectory.
  • Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.
  • Remember to keep blocking when calling it defensively, Gohan's invincibility doesn't shield your active character.


Supers[edit]

Motionless Kamehameha[edit]
Motionless Kamehameha
236L+M or 236H+S
DBFZ TeenGohan MotionlessKamehameha.png
"What was I supposed to do again?"
DBFZ TeenGohan MotionlessKamehameha2.png
"HAAAAAAAAAAAAAAAAA!!!"
Damage Guard Smash Startup Active Recovery Frame Adv.
340*10 All - 9+4 41 33 -16
  • Invincible frame 9-20.
  • Minimum damage: 91*10 (910).
  • Drags the opponent down during the beam making it possible to chain into supers that are low to the ground.
  • Last hit launches the opponent.

Gohan fires a Kamehameha diagonally upward. Because this can only be used at an angle and from the ground it requires specific paths to combo into.


Father-Son Kamehameha[edit]
Father-Son Kamehameha
214L+M or 214H+S
DBFZ TeenGohan FatherSonKamehameha.png
"GOHAN SPEND THE METER!"
DBFZ TeenGohan FatherSonKamehameha2.png
"But, dad, what if my team nee-"
DBFZ TeenGohan FatherSonKamehamehaFullPower.png
"NO! BIG DAMAGE GOHAN!"
"BIG DAMAAAAAAAAAAAA-!!!"'
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Father-Son Kamehameha 230*20 All - 13+3 82 51 -30
  • Invincible frame 1-17.
  • Minimum damage: 87*20 (1740).
  • Good oki. Gohan can beat wake up 2H with a regular jump air attack.

Hits full screen and has good vertical reach as well. Slower start up (13) than average so be careful about using it as a reversal.

Full Power
Hold down any button on hit or clash
110*20 - - 2+0 78 99 -
  • Minimum damage: 87*20, 55*20 (2840).
  • Not efficient but good for finishing opponents.
  • Will defeat level 3 projectile supers in clashes.
  • Weak oki. Gohan can maintain pressure at close range but nothing more.

By spending 2 additional Ki Gauges you get an extension where Gohan unleashes all his power just like in the anime. Allows you to finish characters that you otherwise couldn't making it a valuable team and solo asset.


Navigation[edit]


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