DBFZ/Teen Gohan: Difference between revisions

From Dustloop Wiki
m (→‎Navigation: clean up, replaced: | → |size=)
 
(298 intermediate revisions by 61 users not shown)
Line 1: Line 1:
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
|-
!Son Gohan (Teen)
|-
||
[[File:DBFZ_Teen_Gohan_Portrait.png|350x500px|center]]
|-
||
{{#lsth:DBFZ/Teen Gohan/Data|SystemData}}
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
;Play-style
:Defensive/Rushdown, Zoning, Power
;Team Role
:Any
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
Named in honor of his father's adoptive grandfather, Son Gohan (AKA 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.
{{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.
 
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.


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


===Strengths/Weaknesses===
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.
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
* Some of the highest damage potential in the game, solo and extended.
* A passive strength: Though the fact T. Gohan is small, hard to hit and cannot be fuzzied is a great asset.
* One of few characters with unscaled (minimum damage proration) specials allowing for versatile approaches to high damage combos, including ToDs.
* High meter gain, Gohan can spend meter to finish combos and still come out very positive (very strong battery).
* High damage level 1 super and the strongest level 5 super.
* Enough corner carry to end virtually any combo in the corner.
* Deadly pressure with jL double overheads allowing for cross-ups and fuzzies.
* Assisted 50/50's on demand with Lightning Legs.
* Bardock's grandchild. Inherits the auto-combo and pseudo-lariat.
* Builds on Bardock's techniques with a meterless reversal DP.
* Most of his specials have incredibly high hitstun (retains hitstun at the end of long combos) allowing for combos that are generally not possible with other members of the cast.
| style="width: 50%;"|
* Stubby limbs that equal short-ranged normals require strong spacing awareness in neutral.
* No beam projectile or offensive air specials can make approaching very difficult, especially against characters with good full screen options.
* Pressure relies heavily on speed and conditioning when assists are not available.
* Situation specific combo structure has a profound learning curve.
* Due to its angle of fire his level 1 super (Motionless Kamehameha) can be hard to use in specific instances, like Z-switching into it.
* The more optimal combos generally do not lead into a sliding knockdown which can sometimes lead into an unfavourable situation (needs to use assist to mitigate this).
* For some reason named ''Teen Gohan'' when he's 11 years old by the Cell Saga (seriously, who came up with the idea of calling him a Teen)?
|-
|}
{{#lst:DBFZ/Teen Gohan/Data|Links}}
<br style="clear:both;"/>


==Normals==
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.


====== <font style="visibility:hidden" size="0">5L</font> ======
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.
{{MoveData
}}
|image=DBFZ_TeenGohan_5L.png |caption=Gut punch
{{DBFZ/Infobox}}
|image2=DBFZ_TeenGohan_5LL.png |caption2=Jumping won't save you
{{ProsAndCons
|image3=DBFZ_TeenGohan_5LLL.png |caption3=O M N I D I R E C T I O N A L<br/>T R A C K I N G
|intro=is a relentless rushdown character who overwhelms his opponents with tricky mix-ups and explosive damage output.
|name=5L
|pros=  
|data=
* '''Autocombo:''' Famously possesses the best [[#5L|5LLL]] set in the game due to its functionality, versatility, mix-ups, and sheer range.
{{AttackDataHeader-DBFZ|version=yes}}
* '''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.
{{AttackVersion|name=5L}}
* '''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}}.
{{#lsth:DBFZ/Teen Gohan/Data|5L}}
* '''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=  
{{Description|8|text=
* '''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.
* One of the better reaching first light normals.
* '''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.
* Pushes Gohan forward slightly, unlike most who remain stationary.
* '''Aerial Game:''' Limited viable options in the air, having only ki-blasts, air normals, and his [[#Flying Kick|Flying Kick]] to use.
* Same 5L as Bardock. A sign of things to come.
* '''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
{{!}}-
{{AttackVersion|name=5LL}}
{{#lsth:DBFZ/Teen Gohan/Data|5LL}}
{{!}}-
{{Description|8|text=
* Leaping jump kick, decent forward moving anti-air.
* On hit it props the opponent up in the air. Gohan can special and jump cancel into a variety of follow ups.
* On block it can be cancelled into 5LLL, j5S, j2S, Lightning Legs, Super Dash, Vanish and Z-Change.
* Gohan can perform a falling jL after the recovery. In the corner where 2L doesn't whiff it becomes a true high-low (bless Hiroki).
* Leaves Gohan high enough after the recovery to air dash over crouching enemies and cross them up, except for big bodies.
* Side switch auto-corrects.
* Qualifies as an eSports normal.
}}
{{!}}-
{{AttackVersion|name=5LLL}}
{{#lsth:DBFZ/Teen Gohan/Data|5LLL}}
{{!}}-
{{Description|8|text=
* Skyward launcher, tracks vertically near to a super jump and has significant horizontal range.
* Gohan can follow up with Super Dash, Vanish, Lightning Legs and Z-Change.
* On hit there is an optional side switch midscreen by delaying the follow up.
* Counts as an air attack meaning 2H can beat it.
* Side switch auto-corrects.
* Heat-seeking child.
* There is no escape.
}}
}}
}}
</div>


====== <font style="visibility:hidden" size="0">5M</font> ======
==Normal Moves==
{{MoveData
===<big>{{clr|L|5L}}</big>===
|image=DBFZ_TeenGohan_5M.png |caption=GUT PUNCH
{{DBFZ_Move_Card
|name=5M
|input=5L,5LL,5LLL
|data=
|description=
{{AttackDataHeader-DBFZ}}
;{{clr|L|5L}}
{{!}}-
* Advances forward.
{{#lsth:DBFZ/Teen Gohan/Data|5M}}
Good reach for a {{clr|L|5L}}, will catch opponents after a blocked superdash. Gatlings into {{clr|L|4LL}} for great stagger pressure.
{{!}}-
----
{{Description|7|text=
;{{clr|L|5LL}}
* The shortest reaching 5M in the game but also has pretty good frame advantage (-3 on block).
* Launches on hit.
* Great for stagger pressure and hit confirms. Not used in neutral.
* Recovers in the air.
}}
* Only gatlings to {{clr|L|5LLL}}.
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.
----
;{{clr|L|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 {{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">5H</font> ======
===<big>{{clr|M|5M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_5H.png |caption=Shorter 236L
|input=5M
|name=5H
|description=
|data=
* The shortest reaching {{clr|M|5M}} in the game.
{{AttackDataHeader-DBFZ}}
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.
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|5H}}
{{!}}-
{{Description|7|text=
* Standard heavy attack but with slightly shorter range and longer start up than most.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5S</font> ======
===<big>{{clr|H|5H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_5S.png |caption=Actually pretty good for zoning
|input=5H
|name=5S
|description=
|data=
* Standard {{clr|H|5H}}.
{{AttackDataHeader-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.  
{{!}}-
 
{{#lsth:DBFZ/Teen Gohan/Data|5S}}
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|7|text=
* Generic Ki blasts. The opponent can Super Dash through it and Reflect out of the block stun.
* Fourth hit pops the opponent in the air in a backward trajectory.
* Fast start up (11) makes it a good option for mid range pressure. The frame advantage becomes plus at ~40% screen distance.
* 236X can be confirmed into from any of the Ki blasts at close to medium range.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2L</font> ======
===<big>{{clr|S|5S}}</big>===
{{MoveData
{{InputBadge|'''(Hold OK)'''}}
|image=DBFZ_TeenGohan_2L.png |caption=Piccolo's training at work
{{DBFZ_Move_Card
|name=2L
|input=5S
|data=
|description=
{{AttackDataHeader-DBFZ}}
* Hold or mash S to shoot all 4 Ki blasts.
{{!}}-
* Fourth hit launches.
{{#lsth:DBFZ/Teen Gohan/Data|2L}}
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|7|text=
* Fast low attack. Very short range.
* Will chain into itself, but because it pushes Gohan back if you are not very close or dashing forward the second 2L may whiff.
* By micro-dashing it can be made effective for pressure despite its range.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2M</font> ======
===<big>{{clr|L|2L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_2M.png |caption=''The reverse baseball slide,<br/> destroyer of health bars.''
|input=2L
|name=2M
|description=
|data=
* Very short range, but slides forward.
{{AttackDataHeader-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.
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|2M}}
{{!}}-
{{Description|7|text=
* A slide with below average range and speed compared to other slides. The range is increased considerably when performed from a dash, including micro-dashes.
* Uniquely long active frames (12) make this a superior meaty.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2H</font> ======
===<big>{{clr|M|2M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_2H.png |caption= SHORYUKEN
|input=2M
|name=2H
|description=
|data=
* Baseball slide, can be plus if spaced.
{{AttackDataHeader-DBFZ}}
* Carries dash momentum.
{{!}}-
Teen Gohan's best midscreen starter. Not great for pressure unless you can space it out.
{{#lsth:DBFZ/Teen Gohan/Data|2H}}
{{!}}-
{{Description|7|text=
* Universal anti-air launcher with minimal range, invincible frame 4-17 to aerial attacks.
* Small hitbox does cover both sides.
* In blockstrings going from 5H to 2H often requires a small delay to prevent a whiff, including in the corner.
* There is a sizable window where most low normals will whiff under Gohan.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2S</font> ======
===<big>{{clr|H|2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_2S.png |caption=Best reference in the game
|input=2H
|name=2S
|description=
|data=
* Puts Gohan airborne.
{{AttackDataHeader-DBFZ}}
* 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.
{{#lsth:DBFZ/Teen Gohan/Data|2S}}
{{!}}-
{{Description|7|text=
* Downward Ki bomb that is treated like a generic Ki blast. The opponent can Super Dash through it and Reflect out of the block stun.
* On hit the opponent is carried to the ground where the explosion pops them up for a significant amount of time.
* [2]S leaps backward, 2S and 3S leaps forward.
* Can be regular and jump cancelled on ground impact.
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.


Combo notations would use 1S to refer to backward leap, and 3S for forward leap.
On hit, Smash {{clr|H|2H}} > delay SD can sometimes switch sides, but it's very finicky.
}}
}}
}}


====== <font style="visibility:hidden" size="0">6M</font> ======
===<big>{{clr|S|2S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_6M.png |caption=Dad's overhead
|input=2S
|name=6M
|description=
|data=
* Ki blast that explodes only when it touches the ground. The explosion also has Ki blast property.
{{AttackDataHeader-DBFZ}}
* 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.
{{#lsth:DBFZ/Teen Gohan/Data|6M}}
* {{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.
{{!}}-
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.
{{Description|7|text=
 
* Universal overhead with Gohan's short reach.
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">j.L</font> ======
===<big>{{clr|M|6M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_jL.png |caption=Demon Clan school of fighting
|input=6M
|name=j.L
|description=
|data=
* Universal overhead with short reach.
{{AttackDataHeader-DBFZ}}
}}
{{!}}-
 
{{#lsth:DBFZ/Teen Gohan/Data|j.L}}
===<big>{{clr|L|j.L}}</big>===
{{!}}-
{{DBFZ_Move_Card
{{Description|7|text=
|input=j.L
* Mini sword normal jL.  
|description=
* Mini sword normal.
* The hitbox extends well past the hurtbox and is placed low.
* 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.
Good for double overheads, fuzzies and cross-ups. Decent air-to-air with forward momentum.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.M</font> ======
===<big>{{clr|M|j.M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_jM.png |caption=Swangin'
|input=j.M
|name=j.M
|description=
|data=
* Range and active frames typical of a {{clr|L|j.L}} rather than a {{clr|M|j.M}}.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|j.M}}
{{!}}-
{{Description|7|text=
* Range and active frames typical of a jL rather than a jM.
* The hitbox extends lower than the visual would suggest.
* The hitbox extends lower than the visual would suggest.
* Better at hitting opponents above Gohan than jL.
* 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 {{clr|L|j.L}} for cross-ups unlike most characters.
}}
}}


====== <font style="visibility:hidden" size="0">j.H</font> ======
===<big>{{clr|H|j.H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_jH.png |caption=Dad's dunk
|input=j.H
|name=j.H
|description=
|data=
* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
{{AttackDataHeader-DBFZ}}
* {{clr|H|j.H}} Smash hit causes sliding knockdown.
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|j.H}}
{{!}}-
{{Description|7|text=
* [] is on Smash hit.
* Similar range to Gohan's other air normals.
* The low reaching hitbox makes it a good button for air-to-ground, but it is difficult to use in cross ups or air-to-air.
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.S</font> ======
===<big>{{clr|S|j.S}}</big>===
{{MoveData
{{InputBadge|'''(Hold OK)'''}}
|image=DBFZ_TeenGohan_jS.png |caption=
{{DBFZ_Move_Card
|name=j.S
|input=j.S
|data=
|description=
{{AttackDataHeader-DBFZ}}
* Hold or mash S to shoot all 4 Ki blasts.
{{!}}-
* Fourth hit launches on hit.
{{#lsth:DBFZ/Teen Gohan/Data|j.S}}
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|7|text=
{{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.
* Generic Ki blasts. The opponent can Super Dash through it and Reflect out of the block stun.
* The fourth Ki blast pops the opponent up and back creating a small window for a follow up.
* Produces enough hitstun to combo with j2S.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.2H</font> ======
===<big>{{clr|H|j.2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_j2H.png |caption=The Saiyan Standard
|input=j.2H
|name=j.2H
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|j.2H}}
{{!}}-
{{Description|7|text=
* Typical air launcher.
* Typical air launcher.
* Stops all air momentum and raises Gohan up and forward slightly.
* Stops all air momentum and raises Gohan up and forward slightly.
}}
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.
}}
}}


====== <font style="visibility:hidden" size="0">j.2S</font> ======
===<big>{{clr|S|j.2S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_TeenGohan_2S.png |caption=One per combo minimum
|input=j.2S
|name=j.2S
|description=
|data=
* {{clr|S|2S}} but in the air.
{{AttackDataHeader-DBFZ}}
* j.[1]S leaps backward, {{clr|S|j.2S}} and {{clr|S|j.3S}} leap forward.
{{!}}-
{{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.
{{#lsth:DBFZ/Teen Gohan/Data|j.2S}}
{{!}}-
{{Description|7|text=
* Downward Ki bomb that is treated like a generic Ki blast. The opponent can Super Dash through it and Reflect out of the block stun.
* Faster start up than the ground version but the recovery can only be special cancelled. Projectile functions identically.
* [1]S leaps backward, 1S and 2S leaps forward.
* Will inherit some of Gohan's air momentum.
* Crucial for Teen Gohan's combos. Making good use of this will net you some of the highest damage in the game.
j.S > j.2[S] will cause Gohan to kara cancel his next j.S with j.2S, this tiny difference between normal j.2S and j.2S kara cancelled from j.S enables some advanced combos that would otherwise be impossible.
}}
}}
}}


==Specials==
==Special Moves==
===<big>5-Hit Combo</big>===
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
{{DBFZ_Move_Card
|input=236L,236M,236H
|description=
;All Versions
* {{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.
* 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.
----
;{{clr|L|236L}}
* 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}}.


====== <font style="visibility:hidden" size="0">5-Hit Combo</font> ======
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.
{{MoveData
|image=DBFZ_TeenGohan_FiveHitCombo.png |caption=Thank you, grandpa
|input=236L/M/H
|name=5-Hit Combo
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Teen Gohan/Data|236L}}
{{!}}-
{{Description|8|text=
* A fast kick that covers roughly 40% of the screen.
* On hit press L/M/H to follow up with side switching attacks.
* 236L and L followups keep the opponent in place if they're on the ground and will raise them vertically if they're airborne.
* L finisher sends the opponent behind Gohan and will wallbounce if they reach the corner.
* Builds 75% meter when completed.
* Safe on block (-5). At the very edge of its range Gohan's frame advantage is (-1).
* Unscaled combo starter.
}}
{{!}}-
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Teen Gohan/Data|236M}}
{{!}}-
{{Description|8|text=
* Gohan's pseudo-lariat covering 90% of the screen (thanks granddad).
* On hit press L/M/H to follow up with side switching attacks.
* 236M knocks the opponent away and M followups will launch them horizontally resulting in a weak wallbounce.
* M finisher sends the opponent in front of Gohan and will wallbounce if they reach the corner.
* Builds 75% meter when completed.
** With proper timing 236M(L-M-L-M) will carry an opponent almost corner to corner. At closer ranges you can air dash and Dragon Rush for a sliding knockdown.
** If Smash has been spent you can still follow up an M finisher in the corner with jL, jM or j236L if the hitstun decay is intermediate.
** 236M(L-L-L-L) will combo with j2S for a Super Dash follow up midscreen.
** The first hit will combo with 5L or 5M at short or long range if Gohan travels into the corner.
* Only safe on block from long range, at the edge its (-1).
* Will cross over crouching opponents on block, except for big bodies.
* Unscaled combo starter.
This version will side switch on hit if Gohan is pushing up against a small and crouching character outside the corner. Unlikely but be aware.
}}
{{!}}-
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Teen Gohan/Data|236H}}
{{!}}-
{{Description|8|text=
* 236H also covers 90% of the screen.
* On hit automatically performs all followups in rapid succession punctuated with an H finisher.
* H followup will immediately end 236L/M with an H finisher.
* H finisher sends the opponent in front of Gohan. Will cause a wallbounce anywhere on the stage if Smash is available, setting up for a Super Dash into a jH sliding knockdown.
* Safe on block (-5), at the edge its (-1).
* Scaled combo starter.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Flying Kick</font> ======
===<big>5-Hit Combo Follow-up 1-3</big>===
{{MoveData
{{InputBadge|'''{{clr|L|L}}/{{clr|M|M}} 5-Hit Combo > {{clr|L|L}}/{{clr|M|M}} on hit'''}}
|image=DBFZ_TeenGohan_FlyingKick.png |caption= Lightning Legs!
{{DBFZ_Move_Card
|input=j.236L/M/H
|input=236X > L,236X > M
|name=Flying Kick
|description=
|data=
;L Version
{{AttackDataHeader-DBFZ|version=yes}}
* Does not launch grounded opponents.
{{!}}-
* Gently knocks away airborne opponent.
{{AttackVersion|name=L}}
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.''
{{#lsth:DBFZ/Teen Gohan/Data|j.236L}}
----
{{!}}-
;M Version
{{Description|8|text=
* Sends opponent far away into a small wall bounce.  
* Hold down L, M or H after the attack has started to continue kicking until landing. Performs 3 kicks at minimum.
* Less vertical knockback than L followup.
* Immediately interrupts Gohan's air movement for a split second, starting a fall, but maintains all horizontal momentum.
With proper timing {{clr|M|236M}}~LMLM will carry an opponent almost corner to corner.
* Will always do a final kick right before landing.
* Very long landing recovery which can only be super cancelled. Will combo into both supers with intermediate hitstun decay.
* Safe on block (-5) despite the recovery.
* Scaled combo starter.
}}
{{!}}-
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Teen Gohan/Data|j.236M}}
{{!}}-
{{Description|8|text=
* Gohan performs kicks for a fixed amount of time. If he touches the opponent a full barrage is triggered.
* Imparts forward momentum equal to a forward jump during and after the animation.
* On hit Gohan will not recover until landing.
* Will produce a weak wallbounce with long hitstun anywhere on the stage if Smash is available, which can be followed up on the ground by:
** 5L, 2L, 5M, 214L, and level 1 super in the corner.  
** 5S, 236L and level 1 super near the corner.
** 236M and level 3 super midscreen.
* On block will raise Gohan slightly. Recovers in time for a falling jL regardless of starting height.
* Safe on block enough (-2) to jump out or backdash.
* Unscaled combo starter.
}}
{{!}}-
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Teen Gohan/Data|j.236H}}
{{!}}-
{{Description|8|text=
* Similar to the M version but with more damage and longer duration on hit, block and whiff.
* Has the same forward trajectory as the M version.
* Will cause a strong wallbounce with great knockback if Smash is available. Gohan recovers in the air setting up for a Super Dash into a jH sliding knockdown.
* Plus on block (+2), jL will beat 6f jabs (but not 2H start up).
* Unscaled combo starter.
}}
}}
}}


====== <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=Beats perfection every time
{{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
{{AttackDataHeader-DBFZ|version=yes}}
* Sends the opponent behind Gohan.
{{!}}-
* Smash hit corner splats.
{{AttackVersion|name=L}}
Only really useful if you use 236X when cornered, which will not happen often.
{{#lsth:DBFZ/Teen Gohan/Data|214L}}
----
{{!}}-
;M Version
{{Description|8|text=
* Sends the opponent in front of Gohan.
* Gohan's anti-air DP, invincible frame 1-10 to aerial attacks.
* Smash hit corner splats.
* Because of its anti-air invincibility and fast start up it can punish small gaps that 2H can't. For e.g. SSJ Vegeta's 236M-Vanish or Teen Gohan's 5LL-j236M.
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.
* Can only be super cancelled.
----
* Unscaled combo starter. Combine it with an assist or Vanish for decent combo 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.  
{{AttackVersion|name=M}}
* Smash hit wall splats and can followup with Super Dash for sliding knockdown.
{{#lsth:DBFZ/Teen Gohan/Data|214M}}
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|8|text=
* Gohan's go-to DP, invincible frame 1-17.
* A much larger, higher and further-forward reaching punch. Launches opponents much harder than 214L.
* Can only be super cancelled.
* Criminally underused.
* Highly scaled combo starter.
}}
{{!}}-
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Teen Gohan/Data|214H}}
{{!}}-
{{Description|8|text=
* A two-part DP attack, invincible frame 1-11.
* If blocked or whiffed Gohan will not perform the uppercut but will still have to deal with a long recovery. Gohan also won't uppercut if Smash has already been used.
* The first hit induces a uniquely prolonged stun state. The only way to make actual use of the stun is with a sparking empty Vanish.
* On hit it can combo into level 1 and level 3 supers after landing.
* Can only be super cancelled.
* Highly scaled combo starter.
}}
}}
}}


==Assist==
===<big>Flying Kick</big>===
{{MoveData
{{InputBadge|'''{{clr|L|j.236L}} (Hold OK)'''}} or {{InputBadge|'''{{clr|M|j.236M}}/{{clr|H|H}}'''}}
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=''"Daijoubu desu ka?"''
{{DBFZ_Move_Card
|input=A1/A2
|input=j.236L,j.236M,j.236H
|name=Super Dragon Flight
|description=
|data=
;All Versions
{{AttackDataHeader-DBFZ}}
* Upon using, Gohan pauses for a split second and starts a fall.
{{!}}-
* L version keeps all momentum, M and H always moves forward.
{{#lsth:DBFZ/Teen Gohan/Data|A1/A2}}
* {{clr|M|j.236M}}/{{clr|H|H}} can be guard cancelled on reaction, but the resource trade will always favor Gohan.
{{!}}-
----
{{Description|7|text=
;{{clr|L|j.236L}}
* Gohan's 214M in Assist form, a DP on demand. Invincible frame 5-22.
* Hold down L, M, H to continue kicking until landing. Performs 3 kicks at minimum.
* Gohan will only appear a short distance in front of the active character.
* Very long landing recovery which can only be Super cancelled. Combos into both Supers at intermediate hitstun decay.
* The assist version has less hit stun, the opponent will recover right after reaching the apex of their trajectory.
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.
----
;{{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.
* Smash on the last hit. Smash hit wall splats, can link into {{clr|M|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 {{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.
----
;{{clr|H|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 {{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.
}}
 
===<big>Super Dragon Flight</big>===
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
{{DBFZ_Move_Card
|input=214L,214M,214H
|description=
;All Versions
* The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded.
----
;{{clr|L|214L}}
* Frame 1 anti-air.
Unscaled starter, devastating punish for any airborne shenanigans and a common TOD starter.
----
;{{clr|M|214M}}
* Frame 1 reversal.
* Smash {{clr|M|5MMM}} can wall bounce.
Gohan's invincible uppercut. Slow and easy to safejump, so mainly useful in minus frames situations to catch buttons.
----
;{{clr|H|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 {{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.
}}
 
==Z Assists==
===<big>Assist A</big>===
{{InputBadge|'''Super Dragon Flight'''}}
{{DBFZ_Move_Card
|input=Assist A
|description=
* DP on demand.
* Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.
* Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.
* Remember to keep blocking when calling it defensively, Gohan's invincibility doesn't shield your active character.
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.
}}
}}
 
===<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.
 
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.
}}
}}


==Supers==
===<big>Assist C</big>===
{{InputBadge|'''Flying Kick'''}}
{{DBFZ_Move_Card
|input=Assist C
|description=
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.
}}


====== <font style="visibility:hidden" size="0">Motionless Kamehameha</font> ======
==Super Moves==
{{MoveData
===<big>Motionless Kamehameha</big>===
|image=DBFZ_TeenGohan_MotionlessKamehameha.png |caption= ''"What was I supposed to do again?"''
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}}'''}}
|image2=DBFZ_TeenGohan_MotionlessKamehameha2.png |caption2= '''''"HAAAAAAAAAAAAAAAAA!!!"'''''
{{DBFZ_Move_Card
|input=236L+M or 236H+S
|input=236L+M
|name=Motionless Kamehameha
|description=
|data= 
* Minimum damage: 91×10 (910)
{{AttackDataHeader-DBFZ}}
* 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.
{{#lsth:DBFZ/Teen Gohan/Data|236HS}}
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.
{{!}}-
{{Description|7|text=
* Invincible frame 9-20.
* Minimum damage: 91*10 (910).
* Drags the opponent down during the beam making it possible to chain into supers that are low to the ground.
* Last hit launches the opponent.
Gohan fires a Kamehameha diagonally upward. Because this can only be used at an angle and from the ground it requires specific paths to combo into.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Father-Son Kamehameha</font> ======
===<big>Father-Son Kamehameha</big>===
{{MoveData
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}}'''}}
|image=DBFZ_TeenGohan_FatherSonKamehameha.png |caption='''''"GOHAN SPEND THE METER!"'''''
{{DBFZ_Move_Card
|image2=DBFZ_TeenGohan_FatherSonKamehameha2.png |caption2=''"But, dad, what if my team nee-"''
|input=214L+M,214L+M > X
|image3=DBFZ_TeenGohan_FatherSonKamehamehaFullPower.png |caption3= '''''"NO! BIG DAMAGE GOHAN!"<br/> "BIG DAMAAAAAAAAAAAA-!!!"''''''
|description=
|input=214L+M or 214H+S
;Father-Son Kamehameha
|name=Father-Son Kamehameha
* Minimum damage: 87×20 (1740)
|data= 
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.
{{AttackDataHeader-DBFZ|version=yes}}
----
{{!}}-
;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}}
{{AttackVersion|name=Father-Son Kamehameha}}
* Minimum damage: 87×20, 55×20 (2840)
{{#lsth:DBFZ/Teen Gohan/Data|214HS}}
The Full Power followup is not meter efficient but good for finishing opponents. Enables some ToD's and is completely unfair in Limit Break.
{{!}}-
{{Description|8|text=
* Invincible frame 1-17.
* Minimum damage: 87*20 (1740).
* Good oki. Gohan can beat wake up 2H with a regular jump air attack.
Hits full screen and has good vertical reach as well. Slower start up (13) than average so be careful about using it as a reversal.
}}
{{AttackVersion|name=Full Power|subtitle=Hold down any button on hit or clash}}
{{#lsth:DBFZ/Teen Gohan/Data|214[HS]}}
{{!}}-
{{Description|8|text=
* Minimum damage: 87*20, 55*20 (2840).
* Not efficient but good for finishing opponents.
* Will defeat level 3 projectile supers in clashes.
* Weak oki. Gohan can maintain pressure at close range but nothing more.
By spending 2 additional Ki Gauges you get an extension where Gohan unleashes all his power just like in the anime. Allows you to finish characters that you otherwise couldn't making it a valuable team and solo asset.
}}
}}
}}


==Navigation==
==Colors==
{{#lsth:DBFZ/Teen Gohan/Data|Links}}
{{DBFZColors}}
{{notice|To edit frame data, edit values in [[DBFZ/Teen Gohan/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{Navbar-DBFZ}}
==Navigation==
[[Category:Dragon Ball FighterZ]]
<center>{{Character Label|DBFZ|Teen Gohan|size=32px|label=Gohan (Teen)}}</center>
[[Category: Gohan]]
{{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.

Navigation

 Gohan (Teen)
To edit frame data, edit values in DBFZ/Teen Gohan/Data.
Systems Pages
Mechanics
Application & Advanced Information
Archived Information