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
Rushdown, Power

Overview[edit]

Named in honor of his 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 and mix-up options with an overwhelming strength that can subdue careless opponents quickly.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Has very strong corner carry from almost any hit due to bomb loops.
  • Has some of the highest damage potential in the game (solo too).
  • Has a pretty good DP that can also be made safe with an assist (pretty important since most characters don't even have one).
  • Has some of the highest Super damage in the game 2nd only to Tien.
  • Extremely high meter gain from specials making even combos that use meter, meter positive.
  • His level 1 super gives certain characters double supers off of DHCs.
  • Stubby limbs mean most normals have very short range.
  • All of his ki blast options can be super dashed through.
  • Generally needs an assist to approach.
  • Can be difficult to use in DHCs because of Motionless Kamehameha's angle of fire.


Normals[edit]

5L[edit]
5L
DBFZ TeenGohan 5L.png
DBFZ TeenGohan 5LL.png
DBFZ TeenGohan 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 3 12 -3
  • One of the better reaching first Light normals among the cast
  • Pushes Gohan forward slightly, giving it more reach than most others who remain stationary on their first Light attack
5LL 700 All 11 3 12+3 -2
  • Causes Gohan to go airborne mere inches from the ground
  • On hit, props the opponent up in the air for a moment, allowing for a few airborne followups
  • On block, it is effectively a point of no return, limiting Gohan's options to 5LLL, j5S, j2S, Flying Kick, Super Dash, Vanish and Change
  • While +2 in the air, Landing leaves Gohan at least -1
5LLL 1000 All 13 2 15+3 -4
  • Skywards launcher, Gohan has no followup except a Super Dash
  • Despite a good 5L, Gohan's overall reach with the whole of 5LLL is very short and one of the most limiting on block
  • If blocked, Gohan can follow up with Flying Kick, Super Dash, Vanish or Change


5M[edit]
5M
DBFZ TeenGohan 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 9 3 16 -3
  • A surprisingly safe, but otherwise unremarkable Medium; one of the shorter-reaching 5M normals among the cast


5H[edit]
5H
DBFZ TeenGohan 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 6 10+8 -8
  • Fairly average Heavy attack, nothing special


5S[edit]
5S
DBFZ TeenGohan 5S.png
Damage Guard Startup Active Recovery Frame Adv.
300 All 11 - 25 -2
  • Can be repeated up to four times
  • Generic Ki blasts can be Super Dashed through or Reflected during Blockstun
  • The fourth Ki Blast props the opponent in the air, a window of opportunity for Gohan to confirm into Medium 5-Hit Combo Kick from its near maximum range
  • At closer ranges, Gohan's light or medium Five Point Kick can confirm into any of the four projectiles


2L[edit]
2L
DBFZ TeenGohan 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 L 7 3 13 -4
  • Extremely short range low attack.
  • Its range is helped a bit if you start with 5L to get some forward motion.
  • Be careful when using this in pressure however as 2L > 2L will push Gohan back quite a lot.


2M[edit]
2M
DBFZ TeenGohan 2M.png
The baseball slide. Might come in handy in his later years.
Damage Guard Startup Active Recovery Frame Adv.
700 L 11 12 12 -8
  • A slide with above average ground coverage
  • Gohan's 2M inherits more forward momentum from a forward dash than most other characters, giving it deceptively greater range


2H[edit]
2H
DBFZ TeenGohan 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 3 22+6 -17
  • Launcher that lifts Gohan off of the ground and has a long recovery, leaving him extremely vulnerable
  • However, it does lift him just high enough that there is a sizable window in which many low normals may whiff under him


2S[edit]
2S
DBFZ TeenGohan 2S.png
Damage Guard Startup Active Recovery Frame Adv.
600,700 All 32 10 21+8  ?
  • 1S or 2S leap Gohan backwards before throwing the Ki Bomb, 3S leap forwards.
  • Is treated like a generic Ki Blast meaning opponents can Super Dash through the projectile.
  • If the Projectile hits, the opponent will be carried by the projectile towards the point of the explosion.
  • The explosion props up the opponent long enough that Gohan can hit confirm with a variety of attacks.


6M[edit]
6M
DBFZ TeenGohan 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 6 4+6 0
  • A typical overhead, with Gohan's extremely short reach


j.L[edit]
j.L
DBFZ TeenGohan jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H 6 3 13 -
  • Short and stumpy, like the rest of Gohan's air normals. They only have a use during combos. Gohan won't be winning any air battles with them.
  • Next to impossible to use as a crossup, extremely difficult to land on crouching opponents unless you time it perfectly.
  • It does however have a hitbox past the actual move (visually) so in some cases it may be useful.


j.M[edit]
j.M
DBFZ TeenGohan jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H 9 2 20 -
  • Short and stumpy, like the rest of Gohan's air normals.
  • jM requires very specific spacing to work as a crossup, and is extremely difficult to land on crouching opponents in the first place unless you time it perfectly.


j.H[edit]
j.H
DBFZ TeenGohan jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 13 3 - -
  • Short and stumpy, like the rest of Gohan's air normals.
  • jH isn't going to work as a crossup, but it works just fine as an Instant Airdash overhead.


j.S[edit]
j.S
DBFZ TeenGohan jS.png
Damage Guard Startup Active Recovery Frame Adv.
400 All 13 3 21 -
  • The diagonal airborne version of 5S, four consecutive shots.
  • As a generic Ki Blast, they can be ignored by a Super Dash and Reflected during Blockstun.
  • The fourth Ki Blast props up the opponent, allowing for very few followups depending on your distance and position on the stage.


j.2H[edit]
j.2H
DBFZ TeenGohan j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 11 3 26 -
  • The typical air launcher.


j.2S[edit]
j.2S
DBFZ TeenGohan 2S.png
Damage Guard Startup Active Recovery Frame Adv.
600,700 All 20 - - -
  • j1S moves Gohan backwards before throwing the Ki Bomb, 2S and 3S has Gohan leap forwards.
  • Is treated like a generic Ki Blast, opponents can Super Dash through the projectile.
  • If the Projectile hits, the opponent will be carried by the projectile towards the point of the explosion.
  • The explosion props up the opponent long enough that Gohan can hit confirm with a Super Dash all the way from full screen.


Specials[edit]

Five Hit Combo[edit]
Five Hit Combo
236L/M/H (Air OK)
DBFZ TeenGohan FiveHitCombo.png
"Bitch Move."
Version Damage Guard Startup Active Recovery Frame Adv.
L 2120 All 13 6 10+4 -4
  • A fast kick that covers roughly 40% of fullscreen distance.
  • After the initial hit, follow through with four more L or M button presses.
  • With the opponent on the ground, starting 5-Hit with and continuing L will leave the opponent in place on the ground.
  • With the opponent in the air, an L button followup will only push them slightly in one direction, mostly launching them higher.
  • Ending the Five Hit Combo with L sends the opponent behind Gohan, and will wallbounce at the edge of the stage.
M 2120 All 13 11 13+4 -12
  • Gohan's longest reaching physical attack, covering roughly 80% of the screen.
  • Whether on the ground or the air, M presses will knock the opponent hard in one direction and carry them higher into the air.
  • With proper timing between button presses, Gohan can carry an opponent across more than 70% of the whole stage length and get them in the corner.
  • Ending the 5-Hit Combo with M sends the opponent in front of Gohan, and will wallbounce at the edge of the stage.
  • A Blocked Medium Kick will cause Gohan to cross sides over the opponent, with the exception of NOT crossing over Cell or 16 unless they are crouching
H 1580 All 14 7 13+3 -7
  • In between L and M versions, covers about 60% of the screen.
  • Automatically performs all five hits in rapid succession.
  • Causes a wallbounce anywhere on the stage, setting up for a Super Dash.
  • A Blocked Heavy Kick will cause Gohan to cross sides over the opponent, with the exception of NOT crossing over Cell or 16 unless they are crouching


Super Dragon Flight[edit]
Super Dragon Flight
214L/M/H
DBFZ TeenGohan SuperDragonFlight.png
"You forgot your water wings."
Version Damage Guard Startup Active Recovery Frame Adv.
L 1000 All 9 10 22+8 -28
  • Gohan's anti-air. In some cases it is better to use this in conjunction with an assist or Vanish for pretty big damage.
  • A fast but not invincible uppercut.
  • Most useful version for combo extension through Assists, as the opponent falls closer to the ground before they can recover, meaning more assists can make contact.
M 1350 All 16 16 29+8 -41
  • Invincible 1-17
  • A much larger, higher and further-forward reaching punch.
  • Gohan's go-to DP.
H 1840 All 9 3 29 -20
  • Invincible 1-11
  • A two-part attack. Gohan first attacks with a bodyblow before performing the uppercut.
  • If the first punch is blocked or whiffs, Gohan will not perform the uppercut and is extremely negative on block.
  • If the opponent is not on or close enough to the ground, Gohan may not perform the uppercut even if the first attack hits.


Flying Kick[edit]
Flying Kick
j.236L/M/H
DBFZ TeenGohan FlyingKick.png
Lightning Legs!
Version Damage Guard Startup Active Recovery Frame Adv.
L 945 All 8 3(2)3(2)3 10 -
  • Can be used to extend pressure with the use of an assist. Interrupts Gohan's air movement momentarily, delaying his fall.
  • Performs more kicks the longer you hold down the L button, continuing to kick almost all the way until landing from the highest fall.
  • Light Flying Kick inherits the trajectory of Gohan's last jump, super-jump or airdash.
M 1360 All 16 [3(1)3]Till L 6 -
  • Gohan performs kicks for a short while or until he makes contact with the opponent, he will always deliver the full damage on hit.
  • Builds roughly 60% of one bar on hit, and 25% of one on block, making it great for charging meter quickly.
  • Medium Flying Kick always sends Gohan forwards, similar to a Light kick with a normal forward jump.
  • Will cause a weak wallbounce anywhere on the stage, can only be followed up with a fast normal in the corner, or a Vanish if fullscreen.
H 1754 All 12 [3(1)3]Till L 6 +7(lowest height)
  • Similar to the Medium version, will deliver the full barrage of kicks on hit, but the Heavy version will continue to kick at the air indefinitely until landing.
  • Has the same forward trajectory as the Medium version.
  • Causes a strong wallbounce with greater knockback, allowing for more followups midscreen.
  • Only plus if done as low as possible. When canceled into from 5LL, 5LLL, or 2H into j.236H it is minus


Assist[edit]

Super Dragon Flight
A1/A2
DBFZ TeenGohan SuperDragonFlight.png
Damage Guard Startup Active Recovery Frame Adv.
800 All 21 16 68 -
  • Invincible 5-22
  • Gohan's Medium Dragon Flight in Assist form, a DP on demand.
  • As a defensive tool, while Gohan may be invincible after teleporting in, your active character is not. Keep blocking if you wish to use Gohan to intercept.
  • The Assist version allows the opponent to recover at the very apex of the launch, even sooner than if Gohan were the active character, so follow up immediately.
  • Gohan will only appear a short distance in front of the active character, so it is difficult to put it to use outside of a few situations where you are point blank with the opponent.


Supers[edit]

Motionless Kamehameha[edit]
Motionless Kamehameha
236L+M or 236H+S
DBFZ TeenGohan MotionlessKamehameha.png
He's just standing there... Menacingly!!!
DBFZ TeenGohan MotionlessKamehameha2.png
"HAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
Damage Guard Startup Active Recovery Frame Adv.
2788 All 9+4 41 33 -
  • Invincible 9-20

Gohan fires a Kamehameha diagonally upward. Because this can only be used on the ground and the angle it hits at, you'll need combo into it off of very specific things

Highest-damage level 1 super in the game in terms of raw numbers.


Father Son Kamehameha[edit]
Father Son Kamehameha
214L+M or 214H+S
DBFZ TeenGohan FatherSonKamehameha.png
DBFZ TeenGohan FatherSonKamehameha2.png
"Now plant your feet, grit your teeth..."
DBFZ TeenGohan FatherSonKamehamehaFullPower.png
"And eat... that... HORSE!!!"
Version Damage Guard Startup Active Recovery Frame Adv.
Normal Power 4163 All 13+4 82 51 -30
  • Invincible 1-11
Full Power!
Hold down any button during attack.
4163,1980 All 2+0 78 99 -
  • Invincible 1-All
  • Available on hit.
  • Good for extra damage to kill a near dead opponent
  • Costs an additional 2 Ki Gauge so you'll need 5 meter altogether
  • With 5 bars does 2700 Minimum Damage

Gohan's Level 3. Hits full screen and has a lot of vertical reach as well.

By spending an extra 2 Ki Gauge, you get an extension on the regular Father Son Kamehameha where Gohan puts all his power into the blast just like he did in the anime. It costs extra meter but the extra damage is pretty good and can be very good to get that extra damage to kill a character at the end of a combo.



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