DBFZ/Teen Gohan: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
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!Son Gohan (Teen)
|-
||
[[File:DBFZ_Teen_Gohan_Portrait.png|350x500px|center]]
|-
||
{{CharData-DBFZ|TeenGohan}}
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
;Play-style
:Defensive/Counter, Rushdown, Power
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
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.
{{DBFZ/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content='''Teen Gohan''' is a flexible, rushdown focused character. He has most of the tools that a core Dragon Ball FighterZ character has: great neutral, extremely great damage and meter gain, tricky mix-ups, and strong defense.


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.
Gohan has a strong neutral game. While his normals aren’t the most excellent in combatting the more volatile characters, the rest of his kit more than makes up for it. Gohan can play a defensive neutral, using his [[#5S|fast ki-blasts]], [[#2S|bombs]], [[#Flying Kick|Flying Kick]], and [[#Super Dragon Flight|Super Dragon Flight]] to deter his opponent from wanting to approach. On the flip-side, his [[#5-Hit-Combo|5-Hit-Combo]] and aforementioned Flying Kick allow him to bully his way to the opponent when he is paired with an assist to support him.
 
Gohan has multiple ways to layer his offense. He has a plethora of safe normals that allow him to safely stagger his pressure to bait out options and to condition his opponent into wanting to mash out of his pressure, leading to deadly frame-traps. Once his opponent respects his pressure, Gohan can go for his more lethal mix-ups.
 
Midscreen, Gohan's left-right mixup involves using his {{clr|L|j.L}} for an extremely fast, unreactable cross-up that can be canceled into Flying Kick into a combo or pressure. If the opponent predicts that he will do it or wants to anti-air it, Gohan can layer his cross-up by jumping and performing a {{clr|S|j.1S}}, serving as both a strong same-side and anti-air bait. Gohan can also set up a powerful, unreactable mix-up with his {{clr|M|Medium}} or {{clr|H|Heavy}} Flying Kick when paired with an assist.
 
Once Gohan gets the hit, he will make his opponent hurt, as his combos have some of the most flexibility, damage, and meter gain among the entire cast. This makes him excellent as a point character, allowing him to consistently two-touch his opponent and build the meter for the rest of his team.
 
While Gohan has many moves that allow him to play a solid neutral, he can have difficulty in the midrange game as he doesn’t have any enormous, fast normals to contest his opponent. In addition, while Gohan’s ki-blasts and bombs are great for neutral, he has to look out for superdash more so than other characters due to his lack of a true beam-like move. Finally, Gohan’s ''true potential'' is only unleashed when he is supported with assists. Both his neutral and offensive game are only unlocked when he has assists to back him up, with many of his options such as his Flying Kick mix-up and combo routes only possible with assists.
 
If you want to play as a more complex character with all of the core Dragon Ball FighterZ tools, to overwhelm your opponents with powerful offense, and to delete them for their recklessness, look no further than Teen Gohan.
}}
{{DBFZ/Infobox}}
{{ProsAndCons
|intro=is a relentless rushdown character who overwhelms his opponents with tricky mix-ups and explosive damage output.
|pros=
* '''Autocombo:''' Famously possesses the best [[#5L|5LLL]] set in the game due to its functionality, versatility, mix-ups, and sheer range.
* '''Ground Game:''' {{clr|S|5S}} are very fast ki blasts, {{clr|L|5LLL}} can anti-air opponents, and Gohan also has a lariat in [[#5-Hit Combo|5-Hit Combo]] that can lead into pressure or a full-combo.
* '''Excellent Damage and Meter Build:''' Gohan has some of the most flexible combos in the game using [[#2S|bomb loops]] and [[#5-Hit-Combo|5-Hit-Combo]], leading to great corner carry and extremely high damage and meter build.
* '''Powerful Offense:''' {{clr|L|Autocombo}}/{{clr|H|2H}} sets up an unseeable high-low mix-up using {{clr|M|M}} or {{clr|H|H}} [[#Flying Kick|Flying Kick]] when paired with an assist, and has amazing left-right mix-up with {{keyword|IAD}} {{clr|L|j.L}} and {{clr|S|j.1S}}.
* '''Reversal:''' [[#Super Dragon Flight|Super Dragon Flight]] is a powerful reversal, being an unscaled anti-air that can start {{Tt|TODs|Touch of Death{{Hrule}}A combo that can KO a character from full health.}} with the {{clr|L|L}} version, and a {{keyword|DP}} with the {{clr|M|M}} and {{clr|H|H}} versions.
|cons=
* '''Short Reach:''' Gohan's stubby normals require him to both have strong spacing awareness in neutral, and to consequently rely on other tools at the midrange.
* '''Assist Reliance:''' Without assists, he loses out on his stronger options such as his [[#Flying Kick|Flying Kick]] mix-up, neutral options, and combo routes.
* '''Aerial Game:''' Limited viable options in the air, having only ki-blasts, air normals, and his [[#Flying Kick|Flying Kick]] to use.
* '''Combo Awareness:''' Gohan's combo routes change greatly depending on where he is on the screen. Midscreen [[#2S|bomb]] routes will drop close to the corner, and different delays on [[#5-Hit Combo|5-Hit Combo]] is the difference between a high-damaging corner combo or a drop.
|difficulty_rating=3
}}
</div>


===Strengths/Weaknesses===
==Normal Moves==
{|  
===<big>{{clr|L|5L}}</big>===
|-style="text-align:left;"
{{DBFZ_Move_Card
! Strengths !! Weaknesses
|input=5L,5LL,5LLL
|- style="vertical-align:top;text-alighn:left"
|description=
| style="width: 50%;"|
;{{clr|L|5L}}
* Has very strong corner carry from almost any hit due to bomb loops leading to corner-to-corner combos.
* Advances forward.
* Has some of the highest damage potential in the game (solo too).
Good reach for a {{clr|L|5L}}, will catch opponents after a blocked superdash. Gatlings into {{clr|L|4LL}} for great stagger pressure.
* Has a meterless reversal;DP (having a meterless reversal in this game is a big deal).
----
* Has some of the highest minimum damage on his LV1 in the game 2nd only to Tien as well as a very damaging Level 3.
;{{clr|L|5LL}}
* Extremely high meter gain from specials making even combos that use meter, meter positive; makes him a potentially-powerful anchor as well as an insane battery.
* Launches on hit.
* The only character in the game with a lethal Level 5 in terms of damage.  
* Recovers in the air.  
* His level 1 super gives certain characters double supers off of DHCs.
* Only gatlings to {{clr|L|5LLL}}.  
| style="width: 50%;"|
Be careful with it, as both this and {{clr|L|5LLL}} have Head property and get countered by {{clr|H|2H}}. Leaves Gohan high enough after the recovery to airdash over most crouching characters and cross them up. Also typically crosses up opponents trying to IAD over Gohan.
* Stubby limbs that equal short-ranged normals and projectiles that can be super dashed through give him a weak neutral game overall.
----
* Due to the nature of his pressure. His honesty in terms of having to condition to get things going can be seen as a drawback.
;{{clr|L|5LLL}}
* Requires K. Buu Assist/Specific scenarios (for e.g. Snapback) for any sort of un-reactable mixup.
* Tracks vertically to almost super jump height and has long horizontal range.
* Generally needs an assist to approach.
* On hit, slightly delaying Super Dash lets you switch sides for free.
* Can be difficult to use in DHCs because of Motionless Kamehameha's angle of fire.
* Has Head property
* Even with an assist his DP is still extremely unsafe. To make his DP safe: 2 assists are needed or a bar to use EX DP/Vanish
Teen Gohan's infamous autocombo ender. This is a very useful tool in neutral, as delaying the hits will allow Gohan to float up further and catch opponents.
|-
|}
{{CharLinks-DBFZ|TeenGohan}}
<br clear=all/>


==Normals==
If blocked on the ground, Gohan can go straight into {{clr|M|j.236M}} or {{clr|H|j.236H}} for pressure. If blocked in the air, using {{clr|L|j.236L}} immediately after will lock the opponent and follow them all the way down to the ground, where Gohan is still plus and can continue a blockstring after this.
}}


====== <font style="visibility:hidden" size="0">5L</font> ======
===<big>{{clr|M|5M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_5L.png |caption=
|input=5M
|image2=DBFZ_TeenGohan_5LL.png |caption2=
|description=
|image3=DBFZ_TeenGohan_5LLL.png |caption3=
* The shortest reaching {{clr|M|5M}} in the game.
|name=5L
Great for stagger pressure and hit confirms because of its frame advantage. {{clr|L|4LL}} > {{clr|M|5M}} is also one of the best strings for clashes due to the sheer speed of these buttons.
|data=
{{AttackData-DBFZ
|version=5L
|damage=400 |guard=All
|startup=6 |active=3 |recovery=12 |frameAdv=-3
|description=
* 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.
}}
{{AttackData-DBFZ
|header=no
|version=5LL
|damage=700 |guard=All
|startup=11 |active=3 |recovery=12+3 |frameAdv=-2
|description=
* Leaps really high with a jump kick, high enough to airdash over crouching enemies (except Broly) and cross them up.
* Has enough time and height to double jump, airdash and attempt an overhead Light on the way down (with precise timing, Gohan can combo j.L > 5L solo).
* On block, Gohan has a window of opportunity to 5LLL, j.5S, j.2S, Flying Kick, Super Dash, Vanish, Change.
* On hit, it props the opponent up in the air for a good length of time, allowing for a few airborne followups.
* Adds to every follow-ups ~10 extra frames of landing recovery, this means 5LL cannot be used for high-low mixups.
}}
{{AttackData-DBFZ
|header=no
|version=5LLL
|damage=1000 |guard=All
|startup=13 |active=2 |recovery=15+3 |frameAdv=-4
|description=
* Skywards launcher, Gohan has no followup except a Super Dash.
* Switches sides on hit. However, mashing the followup Super Dash will still keep him same side.
* Delaying 5LLL can give Gohan even greater height from the 5LL, allowing him to potentially kick over a crouch blocking opponent and get on the other side.
* Has head property meaning the opponent can 2H a delayed 5LLL.
* On block, Gohan can follow up with Flying Kick, Super Dash, Vanish or Change.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5M</font> ======
===<big>{{clr|H|5H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_5M.png |caption=
|input=5H
|name=5M
|description=
|data=
* Standard {{clr|H|5H}}.
{{AttackData-DBFZ
His main combo starter in the corner, as it can be followed up with SD 66 {{clr|M|j.M}} dl {{clr|S|j.1S}} into more bomb loops for fantastic solo damage and meter build. Also works for assist combos in the corner, as '''{{clr|H|5H}} > SD > j.MH > j.{{clr|L|236[L]}}''' works with or without smash for big damage.
|damage=700 |guard=All
 
|startup=9 |active=3 |recovery=16 |frameAdv=-3
In midscreen combos, it's usually outclassed by 5-Hit Combo or Flying Kick, but still sees use as it leads into solo rejumps.
|description=
* A surprisingly safe, but otherwise unremarkable Medium; one of the shorter-reaching 5M normals among the cast.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5H</font> ======
===<big>{{clr|S|5S}}</big>===
{{MoveData
{{InputBadge|'''(Hold OK)'''}}
|image=DBFZ_TeenGohan_5H.png |caption=
{{DBFZ_Move_Card
|name=5H
|input=5S
|data=
|description=
{{AttackData-DBFZ
* Hold or mash S to shoot all 4 Ki blasts.
|damage=850 |guard=All
* Fourth hit launches.
|startup=15 |active=6 |recovery=10+8 |frameAdv=-8
Surprisingly good Ki Blasts for a character like Teen Gohan. They're both fast and cover the screen quickly, giving him great space control. They also help him build meter in corner combos.
|description=
* Fairly average Heavy attack, nothing special.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5S</font> ======
===<big>{{clr|L|2L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_5S.png |caption=
|input=2L
|name=5S
|description=
|data=
* Very short range, but slides forward.
{{AttackData-DBFZ
One of your main stagger pressure tools. {{clr|M|2M}} is an incredibly rewarding frametrap out of this move and it only requires a very slight delay.
|damage=300*1~4 |guard=All
|startup=11 |active= |recovery=25 |frameAdv=-2
|description=
* Generic Ki blasts, can be super dashed through or reflected during blockstun.
* Fourth hit pops the opponent in the air, can confirm into Medium 5-Hit Combo from its near maximum range.
* At closer range, L and M 5-Hit Combo can be confirmed into from any of the four Ki blasts.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2L</font> ======
===<big>{{clr|M|2M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_2L.png |caption=
|input=2M
|name=2L
|description=
|data=
* Baseball slide, can be plus if spaced.
{{AttackData-DBFZ
* Carries dash momentum.
|damage=400 |guard=Low
Teen Gohan's best midscreen starter. Not great for pressure unless you can space it out.
|startup=7 |active=3 |recovery=13 |frameAdv=-4
|description=
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2M</font> ======
===<big>{{clr|H|2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_2M.png |caption=The baseball slide. Might come in handy in his later years.
|input=2H
|name=2M
|description=
|data=
* Puts Gohan airborne.
{{AttackData-DBFZ
* Very short horizontal range.
|damage=700 |guard=Low
It lacks a good hitbox and is quite slow compared to the rest of the cast, making cross-up situations very hard to deal with on defense.
|startup=11 |active=12 |recovery=12 |frameAdv=-8
 
|description=
On hit, Smash {{clr|H|2H}} > delay SD can sometimes switch sides, but it's very finicky.
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2H</font> ======
===<big>{{clr|S|2S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_2H.png |caption= SHORYUKEN
|input=2S
|name=2H
|description=
|data=
* Ki blast that explodes only when it touches the ground. The explosion also has Ki blast property.
{{AttackData-DBFZ
* Recovers in the air. Advantage values in [] is if you do nothing and land.
|damage=850 |guard=All
* Ki blast on the way down keeps grounded opponent standing, ground bounces airborne opponent. Explosion always launches.
|startup=15 |active=3 |recovery=22+6 |frameAdv=-17
* {{clr|S|1S}} and [2]S leaps backward, {{clr|S|2S}} and {{clr|S|3S}} leap forward. Leaps keep all momentum if Gohan is also moving in the same direction.
|description=
The directional input is what controls which way he moves. So if you tap 2 but hold S, he still moves forward. His {{clr|S|j.2S}} also has similar quirk but with different directional inputs.
* 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.
Most combo notations use {{clr|S|1S}} to refer to backward leap, and {{clr|S|3S}} for forward leap.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2S</font> ======
===<big>{{clr|M|6M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_2S.png |caption= "The human body is composed of 70% water... I am 100% '''''DEATH'''''! '''''HAVE SOOOME!'''''"
|input=6M
|name=2S
|description=
|data=
* Universal overhead with short reach.
{{AttackData-DBFZ
|damage=600, 700 |guard=All
|startup=32 |active=10 |recovery=21+8 |frameAdv=?
|description=
* 1S or [2]S leap Gohan backwards before throwing the Ki Bomb, 3S or tap 2S 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 pops up the opponent long enough that Gohan can hit confirm with a variety of attacks.
}}
}}
}}


====== <font style="visibility:hidden" size="0">6M</font> ======
===<big>{{clr|L|j.L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_6M.png |caption=
|input=j.L
|name=6M
|description=
|data=
* Mini sword normal.
{{AttackData-DBFZ
* The hitbox extends well past the hurtbox and is placed low.
|damage=850 |guard=High
Good for double overheads, fuzzies and cross-ups. Decent air-to-air with forward momentum.
|startup=24 |active=6 |recovery=4+6 |frameAdv=0
|description=
* A typical overhead, with Gohan's extremely short reach.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.L</font> ======
===<big>{{clr|M|j.M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_jL.png |caption=
|input=j.M
|name=j.L
|description=
|data=
* Range and active frames typical of a {{clr|L|j.L}} rather than a {{clr|M|j.M}}.
{{AttackData-DBFZ
* The hitbox extends lower than the visual would suggest.
|damage=400 |guard=High
* Absolutely insane hitstun to the point you can combo it into jc j.DR anywhere on the screen or even SD if you wanna be silly. Yes, this also means he gets rejumps.
|startup=6 |active=3 |recovery=13 |frameAdv=
A great air button on its own, but it's best to stick with {{clr|L|j.L}} for cross-ups unlike most characters.
|description=
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.M</font> ======
===<big>{{clr|H|j.H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_jM.png |caption=
|input=j.H
|name=j.M
|description=
|data=
* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
{{AttackData-DBFZ
* {{clr|H|j.H}} Smash hit causes sliding knockdown.
|damage=700 |guard=High
* 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.
|startup=9 |active=2 |recovery=20 |frameAdv=
|description=
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.H</font> ======
===<big>{{clr|S|j.S}}</big>===
{{MoveData
{{InputBadge|'''(Hold OK)'''}}
|image=DBFZ_TeenGohan_jH.png |caption=
{{DBFZ_Move_Card
|name=j.H
|input=j.S
|data=
|description=
{{AttackData-DBFZ
* Hold or mash S to shoot all 4 Ki blasts.
|damage=850 |guard=High
* Fourth hit launches on hit.
|startup=13 |active=3 |recovery= |frameAdv=
These ki-blasts are less than ideal in neutral. Due to the angle that Gohan fires his ki-blasts, he can only use {{clr|S|j.S}} when he's in close proximity with the opponent, making him vulnerable against superdash.
|description=
 
* Short and stumpy, like the rest of Gohan's air normals.
{{clr|S|j.S}} is very useful to counter anti-air options during scramble situations, such as after the opponent blocks superdash or {{clr|M|j.236M}} or H. This is beat by superdash, so mixing up your options is essential.
* j.H isn't going to work as a crossup, but it works just fine as an Instant Airdash overhead.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.S</font> ======
===<big>{{clr|H|j.2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_jS.png |caption=
|input=j.2H
|name=j.S
|description=
|data=
* Typical air launcher.
{{AttackData-DBFZ
* Stops all air momentum and raises Gohan up and forward slightly.
|damage=400*1~4 |guard=All
Combo filler, just like most other {{clr|H|j.2H}} normals. Very important for Teen Gohan as this is one of his main launchers that gives him {{clr|H|j.H}} sliding knockdowns.
|startup=13 |active=3 |recovery=21 |frameAdv=
|description=
* As generic Ki blasts, they can be ignored by a super dash and reflected during blockstun.
* The fourth Ki blast pops up the opponent, allowing for very few followups depending on your distance and position on the stage.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.2H</font> ======
===<big>{{clr|S|j.2S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_j2H.png |caption=
|input=j.2S
|name=j.2H
|description=
|data=
* {{clr|S|2S}} but in the air.
{{AttackData-DBFZ
* j.[1]S leaps backward, {{clr|S|j.2S}} and {{clr|S|j.3S}} leap forward.
|damage=850 |guard=All
{{clr|S|j.S}} > j.{{clr|S|2[S]}} will cause Gohan to kara cancel his next {{clr|S|j.S}} with {{clr|S|j.2S}}, the tiny momentum difference between a normal {{clr|S|j.2S}} and a {{clr|S|j.2S}} kara cancelled from {{clr|S|j.S}} enables some advanced combos that would otherwise be impossible.
|startup=11 |active=3 |recovery=26 |frameAdv=
|description=
* The typical air launcher.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.2S</font> ======
==Special Moves==
{{MoveData
===<big>5-Hit Combo</big>===
|image=DBFZ_TeenGohan_2S.png |caption=
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
|name=j.2S
{{DBFZ_Move_Card
|data=
|input=236L,236M,236H
{{AttackData-DBFZ
|description=
|damage=600, 700 |guard=All
;All Versions
|startup=20 |active= |recovery= |frameAdv=
* {{clr|L|236L}}/{{clr|M|M}} on hit can press {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}} for extra attacks. Each followup switches sides.
|description=
* Doesn't have Head property, despite being considered airborne - which means it can often ignore grounded grabs.
* j.1S moves Gohan backwards before throwing the Ki Bomb, j.2S and j.3S has Gohan leap forwards.
* All versions become more advantageous the further Gohan is, up to -1 on block at max range.
* 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.
;{{clr|L|236L}}
* The explosion pops up the opponent long enough that Gohan can hit confirm with a Super Dash all the way from full screen.
* Reaches almost halfscreen.
}}
* Keeps grounded opponent standing.
----
;{{clr|M|236M}}
* 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.
----
;{{clr|H|236H}}
* A tiny bit shorter than {{clr|M|236M}}.
* On hit, automatically performs all followups. Stays same side, Smash on the last hit.
* Smash hit wall splats, can followup with Super Dash for sliding knockdown.
In the corner, non-Smash hit can link into {{clr|L|j.L}}, {{clr|M|j.M}} and {{clr|L|j.236L}}/{{clr|H|H}}.
 
Where this move truly shines is on block: When blocked, Gohan will leap forward and be able to float and fastfall. With assists, this can lead to true string high/low mixups or even 4-ways midscreen that are basically impossible to Guard Cancel on reaction. RIP EX legs mix.
}}
}}


==Specials==
===<big>5-Hit Combo Follow-up 1-3</big>===
{{InputBadge|'''{{clr|L|L}}/{{clr|M|M}} 5-Hit Combo > {{clr|L|L}}/{{clr|M|M}} on hit'''}}
{{DBFZ_Move_Card
|input=236X > L,236X > M
|description=
;L Version
* Does not launch grounded opponents.
* Gently knocks away airborne opponent.
You can do some cute reset with {{clr|L|236L}}~{{clr|L|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 Version
* Sends opponent far away into a small wall bounce.
* Less vertical knockback than L followup.
With proper timing {{clr|M|236M}}~LMLM will carry an opponent almost corner to corner.
}}


====== <font style="visibility:hidden" size="0">Super Dragon Flight</font> ======
===<big>5-Hit Combo Finisher</big>===
{{MoveData
{{InputBadge|'''{{clr|L|L}}/{{clr|M|M}} 5-Hit Combo > {{clr|H|H}} on hit'''}} or {{InputBadge|'''5-Hit Combo Follow-up 1-2 > {{clr|H|H}} on hit'''}} or {{InputBadge|'''5-Hit Combo Follow-up 3 > {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}} on hit'''}}
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=''"You forgot your water wings."''
{{DBFZ_Move_Card
|input=214L/M/H
|input=236X > X > L,236X > X > M,236X > X > H
|name=Super Dragon Flight
|description=
|data=
;L Version
  {{AttackData-DBFZ
* Sends the opponent behind Gohan.
|version=L
* Smash hit corner splats.
|damage=1000 |guard=All
Only really useful if you use 236X when cornered, which will not happen often.
|startup=9 |active=10 |recovery=22+8 |frameAdv=-28
----
|description=
;M Version
* Gohan's anti-air. In some cases it is better to use this in conjunction with an assist or Vanish for pretty big damage.
* Sends the opponent in front of Gohan.
* A fast but not fully invul DP. It is frame 1 invincible from head attribute which makes this an amazing anti-air.
* Smash hit corner splats.
* As it is head invincible from f1 this anti-air DP can punish strings with small gaps that a 2H can't. For e.g. SSJ Vegeta's 236M > Vanish.
In the corner, Smash hit can link into j.DR, non-Smash hit can link into {{clr|L|j.L}}, {{clr|M|j.M}} and {{clr|L|j.236L}}/{{clr|H|H}}. Vital to his corner combos and part of what gives him such high metergain and damage.
}}
----
{{AttackData-DBFZ
;H Version
|header=no
* Immediately ends the sequence, compound damage from unused followups. E.g. if there's 3 followups left, it will do 550*2, 700.
|version=M
* Sends the opponent in front of Gohan.  
|damage=1350 |guard=All
* Smash hit wall splats and can followup with Super Dash for sliding knockdown.
|startup=16 |active=16 |recovery=29+8 |frameAdv=-41
In the corner, non-Smash hit can link into {{clr|L|j.L}}, {{clr|M|j.M}} and {{clr|L|j.236L}}/{{clr|H|H}}. Mostly useful if you don't think you can make it to the corner off a stray rocket kick.
|description=
* Invincible 1-17.
* A much larger, higher and further-forward reaching punch.
* Gohan's go-to DP.
}}
{{AttackData-DBFZ
|header=no
|version=H
|damage=1000, 200*6 |guard=All
|startup=9 |active=3 |recovery=29 |frameAdv=-20
|description=
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5-Hit Combo</font> ======
===<big>Flying Kick</big>===
{{MoveData
{{InputBadge|'''{{clr|L|j.236L}} (Hold OK)'''}} or {{InputBadge|'''{{clr|M|j.236M}}/{{clr|H|H}}'''}}
|image=DBFZ_TeenGohan_FiveHitCombo.png |caption=''"Bitch Move."''
{{DBFZ_Move_Card
|input=236L/M/H (Air OK)
|input=j.236L,j.236M,j.236H
|name=5-Hit Combo
|description=
|data=
;All Versions
{{AttackData-DBFZ
* Upon using, Gohan pauses for a split second and starts a fall.  
|version=L
* L version keeps all momentum, M and H always moves forward.
|damage=500*4, 700 |guard=All
* {{clr|M|j.236M}}/{{clr|H|H}} can be guard cancelled on reaction, but the resource trade will always favor Gohan.
|startup=13 |active=6 |recovery=10+4 |frameAdv=-4
----
|description=
;{{clr|L|j.236L}}
* A fast kick that covers roughly 40% of fullscreen distance.
* Hold down L, M, H to continue kicking until landing. Performs 3 kicks at minimum.
* On hit, press L/M/H to follow up with four more side switching attacks.
* Very long landing recovery which can only be Super cancelled. Combos into both Supers at intermediate hitstun decay.
* Pressing L will do L followups, M/H will do M followups.
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. Anti-airing someone with {{clr|L|5LLL}} can lead to plus frames by making them airblock this move.
* 236L and L followups keep the opponent in place if they're on the ground, push them slightly away if they're in the air.
----
* L fifth hit sends the opponent behind Gohan, and will wallbounce if reaches the corner.
;{{clr|M|j.236M}}
}}
* Performs 7 kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.
{{AttackData-DBFZ
* Smash on the last hit. Smash hit wall splats, can link into {{clr|M|236M}} from midscreen.
|header=no
* Scales like a medium starter.
|version=M
* On hit, only recovers upon landing.
|damage=500*4, 700 |guard=All
* On block, Gohan will reposition himself to a fixed height.
|startup=13 |active=11 |recovery=13+4 |frameAdv=-12
* Removes all other added landing recovery.
|description=
With Smash, this lets you link a 5-Hit Combo midscreen and a {{clr|L|2L}} in the corner for combo extensions. One of Gohan's main mixup tools (with the other being {{clr|H|j.236H}}). There will always be a reflectable gap between {{clr|L|5LLL}} and {{clr|M|j.236M}}, but opponents typically won't reflect out of fear of getting {{clr|M|2M}}'d and dying. Connecting this solo will let you backdash safely. With assists, this becomes a mixup tool between airdash {{clr|L|j.L}} and land {{clr|L|2L}}, but some assists will have too much pushback for the low option midscreen.
* Gohan's longest reaching physical attack, covering roughly 80% of the screen.
----
* 236M knocks the opponent away, but M followups kick them with strong force that will result in a weak wallbounce.
;{{clr|H|j.236H}}
* M fifth hit sends the opponent in front of Gohan, and will wallbounce if reaches the corner.
* Similar to M version but with 13 kicks.
* 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.
* On hit, recovers in the air. Smash hit wall bounces.
* On block will cause Gohan to cross sides over the opponent, with the exception of NOT crossing over big characters like Cell and 16 unless they are crouching.
* Removes all other added landing recovery.
}}
Plus on block, is a safejump set-up with {{clr|L|j.L}}, and combos into {{clr|M|2M}} mid-screen for big damage. There is never a gap if cancelled from {{clr|L|5LLL}}, effectively removing the reflect mindgame entirely. Also Gohan's main tool to convert from an IAD {{clr|L|j.L}} crossup.
{{AttackData-DBFZ
|header=no
|version=H
|damage=300*4, 700 |guard=All
|startup=14 |active=7 |recovery=13+3 |frameAdv=-7
|description=
* In between L and M versions, covers about 60% of the screen.
* On hit, automatically performs all followups in rapid succession.
* 236H and H followups knock opponent slightly away like L version, but carry them up into the air like M version.
* H fifth hit sends the opponent in front of Gohan, causes a wallbounce anywhere on the stage, setting up for a super dash.
* On block will cause Gohan to cross sides over the opponent, with the exception of NOT crossing over big characters like Cell and 16 unless they are crouching.
M and H version on hit can sometimes switch sides. This can only be done on small characters, when they are outside of the corner, AND requires you to be at their faces. Not something you can do intentionally in a match, but should be on the lookout for.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Flying Kick</font> ======
===<big>Super Dragon Flight</big>===
{{MoveData
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
|image=DBFZ_TeenGohan_FlyingKick.png |caption= Lightning Legs!
{{DBFZ_Move_Card
|input=j.236L/M/H
|input=214L,214M,214H
|name=Flying Kick
|description=
|data=
;All Versions
{{AttackData-DBFZ
* The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded.
|version=L
----
|damage=350*N |guard=All
;{{clr|L|214L}}
|startup=8 |active=3(2)3(2)3 |recovery=10 |frameAdv=
* Frame 1 anti-air.
|description=
Unscaled starter, devastating punish for any airborne shenanigans and a common TOD starter.
* Can be used to extend pressure with the use of an assist. Interrupts Gohan's air movement momentarily, delaying his fall.
----
* Hold down L to continue to kick indefinitely until landing. Performs 3 kicks at minimum.
;{{clr|M|214M}}
* Light Flying Kick inherits the trajectory of Gohan's last jump, super-jump or airdash.
* Frame 1 reversal.
}}
* Smash {{clr|M|5MMM}} can wall bounce.
{{AttackData-DBFZ
Gohan's invincible uppercut. Slow and easy to safejump, so mainly useful in minus frames situations to catch buttons.
|header=no
----
|version=M
;{{clr|H|214H}}
|damage=100*7, 700 |guard=All
* Frame 1 reversal.
|startup=16 |active=[3(1)3]Till L |recovery=6 |frameAdv=
* Smash hit performs the full uppercut.
|description=
* Gut punch crumples grounded opponent on Smash hit, launches them high up on non-Smash.
* Gohan performs kicks for a short while or until he makes contact with the opponent, he will always deliver the full damage on hit.
* Increased hitstun when there is no camera effect.
* Builds roughly 60% of one bar on hit, and 25% of one on block, making it great for charging meter quickly.
Faster than {{clr|M|214M}} by 7 frames, but still quite easy to safejump. Better at catching buttons due to it's speed but worse as an anti-air thanks to the first hit.
* 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.
}}
{{AttackData-DBFZ
|header=no
|version=H
|damage=80*13, 900 |guard=All
|startup=12 |active=[3(1)3]Till L |recovery=6 |frameAdv=+7(lowest height)
|description=
* Similar to the Medium version, will deliver the full barrage of kicks on hit, but the Heavy version kicks at the air for much longer.
* 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==
==Z Assists==
{{MoveData
===<big>Assist A</big>===
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=
{{InputBadge|'''Super Dragon Flight'''}}
|input=A1/A2
{{DBFZ_Move_Card
|name=Super Dragon Flight
|input=Assist A
|data=
|description=
{{AttackData-DBFZ
* DP on demand.
|damage=800 |guard=All
* Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.
|startup=21 |active=16 |recovery=68 |frameAdv=
Very good DP assist. While it's not as fast as Adult Gohan's A assist, it makes up for it with better horizontal reach and full invincibility starting on frame 10. This assist can be somewhat difficult to confirm during neutral and combos but can be done with practice.
|description=
* 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==
===<big>Assist B</big>===
{{InputBadge|'''Masendan'''}}
{{DBFZ_Move_Card
|input=Assist B
|description=
* Appears in front of the opponent on the ground and does three {{clr|S|3S}}. Tracks fullscreen.
One of the best assists in the game for combos, but has worthwhile applications in other areas as well. In neutral, it can be used defensively as it's very easy to make it spawn behind your character after a dashblock. The fact that it tracks to the opponent and is active for about 84 years also makes it effectively lock off an entire portion of the screen, which can make approaching easier.


====== <font style="visibility:hidden" size="0">Motionless Kamehameha</font> ======
In blockstrings, it's bad for high/low mixups since it's all ki blast property, but you may find great success using it as a smokescreen to make your next option ambiguous, or for left/right mix.
{{MoveData
 
|image=DBFZ_TeenGohan_MotionlessKamehameha.png |caption= ''"Really?"''
All-around, this assist is very strong, in very unique ways.
|image2=DBFZ_TeenGohan_MotionlessKamehameha2.png |caption2= '''''"HAAAAAAAAAAAAAAAA!!!"'''''
|input=236L+M or 236H+S
|name=Motionless Kamehameha
|data= 
{{AttackData-DBFZ
|damage=340*10 |guard=All
|startup=9+4 |active=41 |recovery=33 |frameAdv=
|description=
* Invincible 9-20.
* Minimum damage is 91*10.
* One of the highest damaging level 1 super.
* Enable double supers for a few characters (e.g. Vegito).
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
}}
}}
}}


====== <font style="visibility:hidden" size="0">Father-Son Kamehameha</font> ======
===<big>Assist C</big>===
{{MoveData
{{InputBadge|'''Flying Kick'''}}
|image=DBFZ_TeenGohan_FatherSonKamehameha.png |caption=''"Dad, I'm gonna go all out!"''
{{DBFZ_Move_Card
|image2=DBFZ_TeenGohan_FatherSonKamehameha2.png |caption2=''"Now, plant your feet, grit your teeth..."''
|input=Assist C
|image3=DBFZ_TeenGohan_FatherSonKamehamehaFullPower.png |caption3= '''''"And eat... that... HORSE!!!"'''''
|description=
|input=214L+M or 214H+S
Teen Gohan teleports to the opponent and hits them with the M version of Flying Kick. On hit, it still locks the opponent in the air for a long time, which lets you run in easily for a combo or even allows characters like Base Goku to get a free spirit bomb charge.
|name=Father-Son Kamehameha
|data= 
{{AttackData-DBFZ
|version=Normal Power
|damage=230*20 |guard=All
|startup=13+4 |active=82 |recovery=51 |frameAdv=-30
|description=
* Invincible frame 1.
Gohan's Level 3. Hits full screen and has a lot of vertical reach as well. A lot slower than most Lv3 beams thus it is easy to whiff as a combo ender.
}}
{{AttackData-DBFZ
|version=Full Power
|subtitle=Hold down any button on hit or clash
|header=no
|damage=110*20
|guard=All
|startup=2+0 |active=78 |recovery=99 |frameAdv=
|description=
* Costs an additional 2 Ki gauges so you'll need 5 meters altogether.
* Good for extra damage to kill a near dead opponent.
* Minimum damage for the entire super is 80*20, 55*20.
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 more meters but can be very good to get that extra damage to kill a character at the end of a combo.
}}
}}
}}


==Super Moves==
===<big>Motionless Kamehameha</big>===
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}}'''}}
{{DBFZ_Move_Card
|input=236L+M
|description=
* 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.
* Cancels into SD but whatever combo you follow it up with retains the terrible post-super scaling. The funny part is that you can SD after it even on block, which makes it surprisingly annoying to punish.
This is one of the highest damage level 1 supers in the game, given to a character that already has high damage. It's really good to have but its angle limits the ways you can combo into it. It works out of any sliding knockdown in the corner, but midscreen you're limited to j.{{clr|L|236[L]}} enders to make it work.
}}
===<big>Father-Son Kamehameha</big>===
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}}'''}}
{{DBFZ_Move_Card
|input=214L+M,214L+M > X
|description=
;Father-Son Kamehameha
* Minimum damage: 87×20 (1740)
Hits full screen and has good vertical reach as well. Slower startup than average so be careful about using it as a reversal. Limited to use on the ground, which makes comboing into it difficult if you've already used your vanish in some cases. Almost always works out of j.{{clr|L|236[L]}}, but will drop in high hitstun decay due to how slow it is.
----
----
{{CharLinks-DBFZ|TeenGohan}}
;Father-Son Kamehameha (Full Power) {{InputBadge|Father-Son Kamehameha > {{clr|L|[L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|S]}} on hit or clash}}
{{Navbar-DBFZ}}
* Minimum damage: 87×20, 55×20 (2840)
[[Category:Dragon Ball FighterZ]]
The Full Power followup is not meter efficient but good for finishing opponents. Enables some ToD's and is completely unfair in Limit Break.
[[Category: Gohan]]
}}
 
==Colors==
{{DBFZColors}}
 
==Navigation== 
<center>{{Character Label|DBFZ|Teen Gohan|size=32px|label=Gohan (Teen)}}</center>
{{DBFZ/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{DBFZ/Navigation}}

Latest revision as of 05:11, 13 December 2023

Overview

Overview

Teen Gohan is a flexible, rushdown focused character. He has most of the tools that a core Dragon Ball FighterZ character has: great neutral, extremely great damage and meter gain, tricky mix-ups, and strong defense.

Gohan has a strong neutral game. While his normals aren’t the most excellent in combatting the more volatile characters, the rest of his kit more than makes up for it. Gohan can play a defensive neutral, using his fast ki-blasts, bombs, Flying Kick, and Super Dragon Flight to deter his opponent from wanting to approach. On the flip-side, his 5-Hit-Combo and aforementioned Flying Kick allow him to bully his way to the opponent when he is paired with an assist to support him.

Gohan has multiple ways to layer his offense. He has a plethora of safe normals that allow him to safely stagger his pressure to bait out options and to condition his opponent into wanting to mash out of his pressure, leading to deadly frame-traps. Once his opponent respects his pressure, Gohan can go for his more lethal mix-ups.

Midscreen, Gohan's left-right mixup involves using his j.L for an extremely fast, unreactable cross-up that can be canceled into Flying Kick into a combo or pressure. If the opponent predicts that he will do it or wants to anti-air it, Gohan can layer his cross-up by jumping and performing a j.1S, serving as both a strong same-side and anti-air bait. Gohan can also set up a powerful, unreactable mix-up with his Medium or Heavy Flying Kick when paired with an assist.

Once Gohan gets the hit, he will make his opponent hurt, as his combos have some of the most flexibility, damage, and meter gain among the entire cast. This makes him excellent as a point character, allowing him to consistently two-touch his opponent and build the meter for the rest of his team.

While Gohan has many moves that allow him to play a solid neutral, he can have difficulty in the midrange game as he doesn’t have any enormous, fast normals to contest his opponent. In addition, while Gohan’s ki-blasts and bombs are great for neutral, he has to look out for superdash more so than other characters due to his lack of a true beam-like move. Finally, Gohan’s true potential is only unleashed when he is supported with assists. Both his neutral and offensive game are only unlocked when he has assists to back him up, with many of his options such as his Flying Kick mix-up and combo routes only possible with assists.

If you want to play as a more complex character with all of the core Dragon Ball FighterZ tools, to overwhelm your opponents with powerful offense, and to delete them for their recklessness, look no further than Teen Gohan.
Teen Gohan


DBFZ Teen Gohan Portrait.png
Fastest Attacks
-
Reversals
-

 Teen Gohan is a relentless rushdown character who overwhelms his opponents with tricky mix-ups and explosive damage output.

Pros
Cons
  • Autocombo: Famously possesses the best 5LLL set in the game due to its functionality, versatility, mix-ups, and sheer range.
  • Ground Game: 5S are very fast ki blasts, 5LLL can anti-air opponents, and Gohan also has a lariat in 5-Hit Combo that can lead into pressure or a full-combo.
  • Excellent Damage and Meter Build: Gohan has some of the most flexible combos in the game using bomb loops and 5-Hit-Combo, leading to great corner carry and extremely high damage and meter build.
  • Powerful Offense: Autocombo/2H sets up an unseeable high-low mix-up using M or H Flying Kick when paired with an assist, and has amazing left-right mix-up with IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.L and j.1S.
  • Reversal: Super Dragon Flight is a powerful reversal, being an unscaled anti-air that can start TODsTouch of DeathA combo that can KO a character from full health. with the L version, and a DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. with the M and H versions.
  • Short Reach: Gohan's stubby normals require him to both have strong spacing awareness in neutral, and to consequently rely on other tools at the midrange.
  • Assist Reliance: Without assists, he loses out on his stronger options such as his Flying Kick mix-up, neutral options, and combo routes.
  • Aerial Game: Limited viable options in the air, having only ki-blasts, air normals, and his Flying Kick to use.
  • Combo Awareness: Gohan's combo routes change greatly depending on where he is on the screen. Midscreen bomb routes will drop close to the corner, and different delays on 5-Hit Combo is the difference between a high-damaging corner combo or a drop.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 6 3 12 -3
5LL 700 All 9 3 17+10L -4
5LLL 1000 All U3+ 13 4 Until L+3 -5
5L
  • Advances forward.

Good reach for a 5L, will catch opponents after a blocked superdash. Gatlings into 4LL for great stagger pressure.


5LL
  • Launches on hit.
  • Recovers in the air.
  • Only gatlings to 5LLL.

Be careful with it, as both this and 5LLL have Head property and get countered by 2H. Leaves Gohan high enough after the recovery to airdash over most crouching characters and cross them up. Also typically crosses up opponents trying to IAD over Gohan.


5LLL
  • Tracks vertically to almost super jump height and has long horizontal range.
  • On hit, slightly delaying Super Dash lets you switch sides for free.
  • Has Head property

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

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

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 7 3 17 -3
  • The shortest reaching 5M in the game.

Great for stagger pressure and hit confirms because of its frame advantage. 4LL > 5M is also one of the best strings for clashes due to the sheer speed of these buttons.

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1 15 6 18 -8
  • Standard 5H.

His main combo starter in the corner, as it can be followed up with SD 66 j.M dl j.1S into more bomb loops for fantastic solo damage and meter build. Also works for assist combos in the corner, as 5H > SD > j.MH > j.236[L] works with or without smash for big damage.

In midscreen combos, it's usually outclassed by 5-Hit Combo or Flying Kick, but still sees use as it leads into solo rejumps.

5S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×4 All 11 25 -4
  • Hold or mash S to shoot all 4 Ki blasts.
  • Fourth hit launches.

Surprisingly good Ki Blasts for a character like Teen Gohan. They're both fast and cover the screen quickly, giving him great space control. They also help him build meter in corner combos.

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 Low 7 3 13 -4
  • Very short range, but slides forward.

One of your main stagger pressure tools. 2M is an incredibly rewarding frametrap out of this move and it only requires a very slight delay.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 11 12 12 -8
  • Baseball slide, can be plus if spaced.
  • Carries dash momentum.

Teen Gohan's best midscreen starter. Not great for pressure unless you can space it out.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 15 3 22+8L -17 4-17 Head
  • Puts Gohan airborne.
  • Very short horizontal range.

It lacks a good hitbox and is quite slow compared to the rest of the cast, making cross-up situations very hard to deal with on defense.

On hit, Smash 2H > delay SD can sometimes switch sides, but it's very finicky.

2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
600, 700 All 27 20+6L +24 [+12]
  • Ki blast that explodes only when it touches the ground. The explosion also has Ki blast property.
  • Recovers in the air. Advantage values in [] is if you do nothing and land.
  • Ki blast on the way down keeps grounded opponent standing, ground bounces airborne opponent. Explosion always launches.
  • 1S and [2]S leaps backward, 2S and 3S leap forward. Leaps keep all momentum if Gohan is also moving in the same direction.

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

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0
  • Universal overhead with short reach.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
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

Damage Guard Smash Startup Active Recovery On-Block Invuln
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.
  • Absolutely insane hitstun to the point you can combo it into jc j.DR anywhere on the screen or even SD if you wanna be silly. Yes, this also means he gets rejumps.

A great air button on its own, but it's best to stick with j.L for cross-ups unlike most characters.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 13 3
  • 5LLLLLLL Dynamic hit can wall bounce.
  • j.H 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

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
400×4 All 13 +5L
  • Hold or mash S to shoot all 4 Ki blasts.
  • Fourth hit launches on hit.

These ki-blasts are less than ideal in neutral. Due to the angle that Gohan fires his ki-blasts, he can only use j.S when he's in close proximity with the opponent, making him vulnerable against superdash.

j.S is very useful to counter anti-air options during scramble situations, such as after the opponent blocks superdash or j.236M or H. This is beat by superdash, so mixing up your options is essential.

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 11 3
  • Typical air launcher.
  • Stops all air momentum and raises Gohan up and forward slightly.

Combo filler, just like most other j.2H normals. Very important for Teen Gohan as this is one of his main launchers that gives him j.H sliding knockdowns.

j.2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
600, 700 All 20 +6L
  • 2S but in the air.
  • j.[1]S leaps backward, j.2S and j.3S 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

5-Hit Combo

236L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 500 All 11 6 16 -5
236M 500 All 13 11 16 -11
236H 300×4, 900 All U1+ 13 7 16 -5
All Versions
  • 236L/M on hit can press L/M/H for extra attacks. Each followup switches sides.
  • Doesn't have Head property, despite being considered airborne - which means it can often ignore grounded grabs.
  • All versions become more advantageous the further Gohan is, up to -1 on block at max range.

236L
  • Reaches almost halfscreen.
  • Keeps grounded opponent standing.

236M
  • 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.


236H
  • A tiny bit shorter than 236M.
  • On hit, automatically performs all followups. Stays same side, Smash on the last hit.
  • Smash hit wall splats, 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.

Where this move truly shines is on block: When blocked, Gohan will leap forward and be able to float and fastfall. With assists, this can lead to true string high/low mixups or even 4-ways midscreen that are basically impossible to Guard Cancel on reaction. RIP EX legs mix.

5-Hit Combo Follow-up 1-3

L/M 5-Hit Combo > L/M on hit

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236X > L 500 All 7 [8] -8 [-7] 1-End of Active All
236X > M 500 All 7 [8] -6 [-5] 1-End of Active All
L Version
  • Does not launch grounded opponents.
  • 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 Version
  • Sends opponent far away into a small wall bounce.
  • Less vertical knockback than L followup.

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

5-Hit Combo Finisher

L/M 5-Hit Combo > H on hit or 5-Hit Combo Follow-up 1-2 > H on hit or 5-Hit Combo Follow-up 3 > L/M/H on hit

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236X > X > L 700 All U1 3 -15 1-End All
236X > X > M 700 All U1 3 -15 1-End All
236X > X > H 550×0~3, 700 All U1+ 3 -17 1-End All
L Version
  • Sends the opponent behind Gohan.
  • Smash hit corner splats.

Only really useful if you use 236X when cornered, which will not happen often.


M Version
  • Sends the opponent in front of Gohan.
  • Smash hit corner splats.

In the corner, Smash hit can link into j.DR, non-Smash hit can link into j.L, j.M and j.236L/H. Vital to his corner combos and part of what gives him such high metergain and damage.


H Version
  • 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 splats 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. Mostly useful if you don't think you can make it to the corner off a stray rocket kick.

Flying Kick

j.236L (Hold OK) or j.236M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
j.236L 350×N All 7 {3(2)3}×N 11 -5
j.236M 80×7 / 80×7,600 All U1+ 16 {3(1)3}×6 10 -2
j.236H 80×13 / 80×13,900 All U1+ 9 {3(1)3}×12 6 +1
All Versions
  • Upon using, Gohan pauses for a split second and starts a fall.
  • L version keeps all momentum, M and H always moves forward.
  • j.236M/H can be guard cancelled on reaction, but the resource trade will always favor Gohan.

j.236L
  • 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. Anti-airing someone with 5LLL can lead to plus frames by making them airblock this move.


j.236M
  • 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. Smash hit wall splats, can link into 236M from midscreen.
  • Scales like a medium starter.
  • On hit, only recovers upon landing.
  • On block, Gohan will reposition himself to a fixed height.
  • Removes all other added landing recovery.

With Smash, this lets you link a 5-Hit Combo midscreen and a 2L in the corner for combo extensions. One of Gohan's main mixup tools (with the other being j.236H). There will always be a reflectable gap between 5LLL and j.236M, but opponents typically won't reflect out of fear of getting 2M'd and dying. Connecting this solo will let you backdash safely. With assists, this becomes a mixup tool between airdash j.L and land 2L, but some assists will have too much pushback for the low option midscreen.


j.236H
  • Similar to M version but with 13 kicks.
  • On hit, recovers in the air. Smash hit wall bounces.
  • Removes all other added landing recovery.

Plus on block, is a safejump set-up with j.L, and combos into 2M mid-screen for big damage. There is never a gap if cancelled from 5LLL, effectively removing the reflect mindgame entirely. Also Gohan's main tool to convert from an IAD j.L crossup.

Super Dragon Flight

214L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 1000 All 9 10 21+8L -28 1-10 Head
214M 1350 All U1+ 16 16 29+8L -41 1-17 All
214H 1000 / 1000,200×6 All U1+ 9 3 29 -20 1-11 All
All Versions
  • The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded.

214L
  • Frame 1 anti-air.

Unscaled starter, devastating punish for any airborne shenanigans and a common TOD starter.


214M
  • Frame 1 reversal.
  • Smash 5MMM can wall bounce.

Gohan's invincible uppercut. Slow and easy to safejump, so mainly useful in minus frames situations to catch buttons.


214H
  • Frame 1 reversal.
  • Smash hit performs the full uppercut.
  • Gut punch crumples grounded opponent on Smash hit, launches them high up on non-Smash.
  • Increased hitstun when there is no camera effect.

Faster than 214M by 7 frames, but still quite easy to safejump. Better at catching buttons due to it's speed but worse as an anti-air thanks to the first hit.

Z Assists

Assist A

Super Dragon Flight

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 21 16 +29 14-26 All
  • DP on demand.
  • Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.

Very good DP assist. While it's not as fast as Adult Gohan's A assist, it makes up for it with better horizontal reach and full invincibility starting on frame 10. This assist can be somewhat difficult to confirm during neutral and combos but can be done with practice.

Assist B

Masendan

Damage Guard Smash Startup Active Recovery On-Block Invuln
(200, 400)×3 All 30 +90
  • Appears in front of the opponent on the ground and does three 3S. Tracks fullscreen.

One of the best assists in the game for combos, but has worthwhile applications in other areas as well. In neutral, it can be used defensively as it's very easy to make it spawn behind your character after a dashblock. The fact that it tracks to the opponent and is active for about 84 years also makes it effectively lock off an entire portion of the screen, which can make approaching easier.

In blockstrings, it's bad for high/low mixups since it's all ki blast property, but you may find great success using it as a smokescreen to make your next option ambiguous, or for left/right mix.

All-around, this assist is very strong, in very unique ways.

Assist C

Flying Kick

Damage Guard Smash Startup Active Recovery On-Block Invuln
80×7, 450, 400 All 45 [20] +35

Teen Gohan teleports to the opponent and hits them with the M version of Flying Kick. On hit, it still locks the opponent in the air for a long time, which lets you run in easily for a combo or even allows characters like Base Goku to get a free spirit bomb charge.

Super Moves

Motionless Kamehameha

236L+M or 236H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
340×10 All UDV 5+4 41 55 -34 4-16 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.
  • Cancels into SD but whatever combo you follow it up with retains the terrible post-super scaling. The funny part is that you can SD after it even on block, which makes it surprisingly annoying to punish.

This is one of the highest damage level 1 supers in the game, given to a character that already has high damage. It's really good to have but its angle limits the ways you can combo into it. It works out of any sliding knockdown in the corner, but midscreen you're limited to j.236[L] enders to make it work.

Father-Son Kamehameha

214L+M or 214H+S

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L+M 230×20 All UDV 9+3 82 51 -34 [+39] 1-13 All
214L+M > X 110×20 All UDV 2+0 78 99 [+39] 1-End All
Father-Son Kamehameha
  • Minimum damage: 87×20 (1740)

Hits full screen and has good vertical reach as well. Slower startup than average so be careful about using it as a reversal. Limited to use on the ground, which makes comboing into it difficult if you've already used your vanish in some cases. Almost always works out of j.236[L], but will drop in high hitstun decay due to how slow it is.


Father-Son Kamehameha (Full Power) Father-Son Kamehameha > [L/M/H/S] on hit or clash
  • Minimum damage: 87×20, 55×20 (2840)

The Full Power followup is not meter efficient but good for finishing opponents. Enables some ToD's and is completely unfair in Limit Break.

Colors

1Seasonal colors that can be unlocked at different times of the year.

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