DBFZ/Teen Gohan

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Gohan (Teen)
DBFZ Teen Gohan Portrait.png

Health: 10,000

Prejump: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Defensive-Rushdown, Mixup, Power
Team Role
Any

Overview[edit]

"I don't really like to fight, but sometimes victory is the only option!"
Lore: Named in honor of his father's adoptive grandfather, Son Gohan/Sun Wufan 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. (Name trivia: Name is a pun on the Japanese word "Gohan", meaning "rice", or a general term for food.)
Voice: Japanese: Masako Nozawa English: Colleen Clinkenbeard




Playstyle
DBFZ Teen Gohan Icon.png Teen Gohan is a defensive fighter who makes up for his lack of range with explosive damage output and oppressive mix-ups that can subdue careless opponents quickly.
Pros Cons
  • Some of the highest damage potential in the game.
  • Flying Kick is a fantastic special move that's great in combos and can create 50/50s on demand when paired with an assist.
  • Super Dragon Flight is both a great anti-air and an invulnerable move for escaping pressure.
  • Amazing left-right mixup.
  • Great grounded ki-blasts.
  • Very high meter gain.
  • Very good corner carry due to bomb loop combos.
  • Assist A is good for vertical neutral control, Assist B is good for combos and baiting super dash, and Assist C is also good for combos and lockdown when blocked.
  • Arguably has the best auto combo in the game.
  • Supers are among the highest damaging in the game.
  • Stubby limbs that equal short-ranged normals require strong spacing awareness in neutral.
  • Lacks a beam property move.
  • Limited offensive options in the air.
  • Optimal combo routes don't end in sliding knockdown without spending extra resources.
  • Needs assists to function well: combo routes, 50/50s, and neutral.




Normal Moves[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. Invul
5L 400 All - 6 3 12 -3 -
  • Advances forward.

Good reach for a 5L, will catch opponents after a blocked superdash.

5LL 700 All - 9 3 17+10L -4 -
  • Launches on hit.
  • Recovers in the air. Leaves Gohan high enough after the recovery to airdash over most crouching characters and cross them up.
5LLL 1000 All U3+ 13 4 Until L+3 -5 -
  • Tracks vertically to almost super jump height and has long horizontal range.
  • On hit, can sides switch midscreen by delaying followups.
  • Has head property.

Teen Gohan's infamous autocombo. This is a very useful tool in neutral, as delaying the hits will allow Gohan to float up further and catch opponents. Typically crosses up opponents trying to IAD over Gohan as well.

If blocked in the air, 236L will lock the opponent and follow them all the way down to the ground. Gohan is plus and can continue a string after this. If blocked on the ground, Gohan can go straight into 236M or 236H for pressure.


5M[edit]
5M
DBFZ TeenGohan 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
700 All - 9 3 17 -3 -
  • The shortest reaching 5M in the game but also has pretty good frame advantage.
  • Great for stagger pressure and hit confirms.


5H[edit]
5H
DBFZ TeenGohan 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 All U1 15 6 18 -8 -
  • Standard 5H.


5S[edit]
5S
DBFZ TeenGohan 5S.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
300*4 All - 11 - 25 -4 -
  • Hold or mash S to shoot all 4 Ki blasts.
  • Fourth hit launches.


2L[edit]
2L
DBFZ TeenGohan 2L.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
400 Low - 7 3 13 -4 -
  • Very short range.


2M[edit]
2M
DBFZ TeenGohan 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
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.
  • Long active frames make this a great meaty.


2H[edit]
2H
DBFZ TeenGohan 2H.png
"SHORYUKEN!!"
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 All U1+ 15 3 22+8L -17 4-17 Head
  • Airborne 2H.

Depending on the angle, the followup Super Dash can switch sides.


2S2[edit]
2S
DBFZ TeenGohan 2S.png
This is where the fun begins
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
600, 700 All - 32 - 20+6L - -
  • Ki blast that explodes only when it touches the ground. The explosion also has Ki blast property.
  • Ki blast on the way down keeps grounded opponent standing, ground bounces airborne opponent. Explosion always launches.
  • [2]S leaps backward, 2S and 3S leap forward. Leaps keep all momentum if Gohan is also moving in the same direction.
  • Recovers in the air.

The directional input is what controls which way he moves. So if you tap 2 but hold S, he still moves forward. His j.2S also has similar quirk but with different directional inputs.

Most combo notations use 1S to refer to backward leap, and 3S for forward leap.


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


j.L[edit]
j.L
DBFZ TeenGohan jL.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
400 High - 6 3 - - -
  • Mini sword normal.
  • 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. Invul
700 High - 9 3 - - -
  • Range and active frames typical of a j.L rather than a j.M.
  • The hitbox extends lower than the visual would suggest.


j.H[edit]
j.H
DBFZ TeenGohan jH.png
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
5LLLLLLL 850 / 1000 High D2+ 13 3 - - -
  • Smash hit wall bounces.
j.H 850 / 1000 High D1+ 13 3 - - -
  • Smash hit causes sliding knockdown.
  • 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. Invul
400*4 All - 13 - +5L - -
  • Hold or mash S to shoot all 4 Ki blasts.
  • Fourth hit launches on hit.


j.2H[edit]
j.2H
DBFZ TeenGohan j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 All U1+ 11 3 - - -
  • Typical air launcher.
  • Stops all air momentum and raises Gohan up and forward slightly.


j.2S[edit]
j.2S
DBFZ TeenGohan 2S.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
600, 700 All - 20 - +6L - -
  • 2S but in the air.
  • j.[1]S leaps backward, j.1S and j.2S leap forward.

j.S > j.2[S] will cause Gohan to kara cancel his next j.S with j.2S, the tiny momentum difference between a normal j.2S and a j.2S kara cancelled from j.S enables some advanced combos that would otherwise be impossible.


Special Moves[edit]

5-Hit Combo[edit]
5-Hit Combo
236L/M/H
DBFZ TeenGohan FiveHitCombo.png
LARIAT
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
  • 236L/M on hit can press L/M/H for extra attacks. Each followup switches sides.
  • Doesn't have Head property.
L 500 All - 11 6 16 -5 -
  • Reaches almost halfscreen.
  • Keeps grounded opponent standing.
M 500 All - 13 11 16 -11 -
  • Reaches almost fullscreen.
  • On block, can cross over crouching opponent. Can't steal the corner and doesn't work on big bodies.
  • On hit, sends the opponent flying.

If Gohan is pushing against crouching opponent in midscreen, this will hit from their back. With small bodies only standing next to them is enough, but bigger characters require forward momentum.

H 300*4, 900 All U1+ 13 7 16 -5 -
  • A tiny bit shorter than 236M.
  • On hit, automatically performs all followups. Stays same side, Smash on the last hit.
  • Smash hit wall bounces, can followup with Super Dash for sliding knockdown.

In the corner, non-Smash hit can link into j.L, j.M and j.236L/H.


5-Hit Combo Follow-up 1-3[edit]
5-Hit Combo Follow-up 1-3
5-Hit Combo L/M > L/M
DBFZ TeenGohan FiveHitCombo2.png
DBFZ TeenGohan FiveHitCombo3.png
DBFZ TeenGohan FiveHitCombo4.png
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
L 500 All - 7 - - - -
  • Keeps grounded opponent in place if they're on the ground
  • Gently knocks away airborne opponent.

You can do some cute reset with 236L~LLL series by delaying each followup or from the combo naturally dropping. Do keep in mind that despite 236X doesn't have head property, these followups do.

M 500 All - 7 - - - -
  • Sends opponent far away into a small wall bounce.

With proper timing 236M~LMLM will carry an opponent almost corner to corner.


5-Hit Combo Follow-up 4[edit]
5-Hit Combo Follow-up 4
5-Hit Combo Follow-up 4 > L/M or 5-Hit Combo 1-3 > H
DBFZ TeenGohan FiveHitCombo5.png
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
L 700 All U1 3 - - - -
  • Sends the opponent behind Gohan. Smash hit corner bounces.
M 700 All U1 3 - - - -
  • Sends the opponent in front of Gohan. Smash hit corner bounces.

In the corner, Smash hit can link into j.DR, non-Smash hit can link into j.L, j.M and j.236L/H.

H 550*3, 700 All U1+ 3 - - - -
  • Immediately ends the sequence, compound damage from unused followups. E.g. if there's 3 followups left, it will do 550*2, 700.
  • Sends the opponent in front of Gohan. Smash hit wall bounces and can followup with Super Dash for sliding knockdown.

In the corner, non-Smash hit can link into j.L, j.M and j.236L/H.


Flying Kick[edit]
Flying Kick
j.236L/M/H
DBFZ TeenGohan FlyingKick.png
Lightning Legs!
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
  • Upon using, Gohan pauses for a split second and starts a fall. L version keeps all momentum, M and H always moves forward.
L 350*N All - 7 {3(2)3}*N 11 -5 -
  • Hold down L, M, H to continue kicking until landing. Performs 3 kicks at minimum.
  • Very long landing recovery which can only be Super cancelled. Combos into both Supers at intermediate hitstun decay.

Depending on the height, Gohan will do an extra kick before landing even if no buttons are held to make it easier to combo afterward.

M 80*7 / 80*7,600 All U1+ 16 {3(1)3}*6 10 -2 -
  • Performs 7 kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.
  • Smash on the last hit.
  • On hit, only recovers upon landing. Smash hit wall bounces, can link into 236M from midscreen.
  • On block, Gohan will reposition himself to a fixed height.
  • Removes all other added landing recovery.

Safe on block, you can either sneak in a j.L before landing or backdash and reset to neutral.

H 80*13 / 80*13,900 All U1+ 9 {3(1)3}*12 6 +1 -
  • Similar to M version but with 13 kicks.
  • On hit, recovers in the air. Smash hit causes a big wall bounce.
  • Removes all other added landing recovery.

Plus on block, but j.236H > j.L can still be 2H'd.


Super Dragon Flight[edit]
Super Dragon Flight
214L/M/H
DBFZ TeenGohan SuperDragonFlight.png
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
  • The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded.
L 1000 All - 9 10 21+8 -28 1-10 Head
  • Frame 1 anti-air.

Unscaled starter, a great punish for willy nilly Vanishes.

M 1350 All U1+ 16 16 29+8 -41 1-17 All
  • Frame 1 full invul.
  • 5MMM version causes a big corner bounces.
H 1000 / 1000,200*6 All U1+ 9 3 29 -20 1-11 All
  • Frame 1 full invul.
  • Smash hit performs the full uppercut. This uppercut can be Vanish cancelled.
  • Gut punch crumples grounded opponent on Smash hit, launches them high up on non-Smash.


Z Assists[edit]

Assist A[edit]
Super Dragon Flight
Assist A
DBFZ TeenGohan SuperDragonFlight.png
r u ok
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
800 All - 22 16 - 29 10-? All
  • DP on demand.
  • Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.


Assist B[edit]
Masendan
Assist B
DBFZ TeenGohan 2S.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
- - - 34 - - 33 -


Assist C[edit]
Flying Kick
Assist C
DBFZ TeenGohan FlyingKick.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
- - - 45 - - 35 -

Teen Gohan teleports to the opponent and hits them with the M version of Flying Kick.


Super Moves[edit]

Motionless Kamehameha[edit]
Motionless Kamehameha
236L+M or 236H+S
DBFZ TeenGohan MotionlessKamehameha.png
*Jazz music stops*
DBFZ TeenGohan MotionlessKamehameha2.png
*ENERGETIC ANIME MUSIC PLAYS*
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
340*10 All UDV 9+4 41 33 -16 9-20 All
  • Minimum damage: 91*10 (910).
  • Close hit, the beam will try to vacuum the opponent into its center, making it possible to DHC into some grounded Supers.


Father-Son Kamehameha[edit]
Father-Son Kamehameha
214L+M or 214H+S
DBFZ TeenGohan FatherSonKamehameha.png
DBFZ TeenGohan FatherSonKamehameha2.png
DBFZ TeenGohan FatherSonKamehamehaFullPower.png
Just like my Japanese animes
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
Father-Son Kamehameha 230*20 All UDV 13+3 82 51 -34 1-11 All
  • 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 startup than average so be careful about using it as a reversal.

Father-Son Kamehameha
(Full Power)
Hold L/M/H/S on hit or clash
110*20 All UDV 2+0 78 99 - 1-End All
  • Minimum damage: 87*20, 55*20 (2840).
  • Weak oki. Gohan can maintain pressure at close range but nothing more.

Not efficient but good for finishing opponents.


Navigation[edit]


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