Difference between revisions of "DBFZ/Teen Gohan"

From Dustloop Wiki
Jump to: navigation, search
(5L)
m (5L: - Let me have this, Kaiokek.)
 
(116 intermediate revisions by 28 users not shown)
Line 1: Line 1:
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
+
{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Teen Gohan|discord=https://discord.gg/WE2tEAR}}
|-
+
======<span style="visibility:hidden;font-size:0">overview</span>======
!Son Gohan (Teen)
+
{{UnderConstructionDisclaimer}}
|-
+
{{FlexContainer}}
||
+
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
[[File:DBFZ_Teen_Gohan_Portrait.png|350x500px|center]]
+
{{FP Box
|-
+
|header=Overview
||
+
|content=Teen Gohan is a rather advanced character with stubby normals and deceptively good neutral. Teen Gohan's goal is to get in the opponent's face using his myriad of specials and make them block Flying Kick, putting Teen Gohan in the air and enabling many mindgames and mixups. Teen Gohan has very high damage and several combo opportunities thanks to his j.2/3S bombs, giving him loops and crazy corner carry. You'll be in awe at Teen Gohan's ability to drag the opponent from corner to corner and take half of their health in the process. Once they're down, Teen Gohan can start his crazy pressure and varied mixup. Although he can struggle at the long range, Gohan has an above average 5S, 5-Hit-Combo to close gaps, and his notorious air tracking autocombo. If you like a creative and high execution character, Teen Gohan is for you.
{{#lsth:DBFZ/Teen Gohan/Data|SystemData}}
+
{{Bio
;Movement Options
+
| name = Teen Gohan
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
+
| game = DBFZ
;Play-style
+
| quote = I don't really like to fight, but sometimes victory is the only option!
:Defensive/Rushdown, Zoning, Power
+
| voice = Japanese: Masako Nozawa English: Colleen Clinkenbeard
;Team Role
+
| lore = Named in honor of his father's adoptive grandfather, Son Gohan/Sun Wufan is the firstborn son of Goku. Even as a young child, Gohan possessed hidden reservoirs of power that he could tap into when his anger is stoked. Young Gohan abhorred violence, but always came to the aid of his father and their friends when the need arose, eventually becoming the first to attain the state of Super Saiyan 2 during his battle against the villainous android Cell.
:Any
+
}}
|}
+
{{StrengthsAndWeaknesses
<div style="float:left; margin-right:25px;">
+
| intro = {{Character Label|DBFZ|Teen Gohan}} is a defensive fighter who makes up for his lack of range with explosive damage output and oppressive mix-ups that can subdue careless opponents quickly.
{{TOC limit|2}}
+
| pros =
</div>
+
* '''Autocombo:''' Possesses the best autocombo in the game.
==Overview==
+
* '''Incredible Damage and Combos:''' Boasts some of the highest damaging and flexible combos in the game. Excellent corner carry with bomb loops, extreme meter gain, and high damaging supers.
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/Teen Gohan#Flying Kick|Flying Kick]]:''' A fantastic special move that's great in combos and can create 50/50s on demand when paired with an assist.
 +
* '''Reversal:''' [[DBFZ/Teen Gohan#Super Dragon Flight|Super Dragon Flight]] is both a great anti-air and an invulnerable move for escaping pressure.
 +
* '''Good Mixups:''' Amazing left-right mixup with IAD j.L. Autocombo/2H sets up an assist mixup with j.236M/H.
 +
* '''Ranged Presence:''' Great and fast grounded ki-blasts.
 +
* '''Great Support Value:''' Assist A is good for vertical neutral control, Assist B is good for combos and baiting super dash, and Assist C is also good for combos and lockdown pressure when blocked.
 +
| cons =
 +
* '''Short Reach:''' Stubby normals (all except for 5LLL) require strong spacing awareness in neutral.
 +
* '''Limited Ranged Game:''' Lacks a beam property move.
 +
* '''Weak Air-Game:''' Limited offensive options in the air; his [[DBFZ/Teen Gohan#j.S|j.S]] doesn't have a great angle, and Flying Kick can only be used defensively.
 +
* '''Needy:''' Needs assists to function well: combo routes, 50/50s, and general neutral.
 +
}}
 +
}}
 +
{{Closediv}}<!--END TOP SECTION-->
 +
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
 +
{{FP TOC|game=DBFZ}}
 +
{{FP Box
 +
| padding=no
 +
| content={{CharaInfo
 +
| game=DBFZ
 +
| fullname=Teen Gohan
 +
}}
 +
}}
 +
{{Closediv}}<!--END FLEX OTHER SECTION-->
 +
{{Closediv}}
  
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.
+
==Normal Moves==
 
+
======<font style="visibility:hidden;font-size:0">5L</font>======
===Strengths/Weaknesses===
 
{|
 
|-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.
 
* High meter gain.
 
* Very good corner carry.
 
* Assisted 50/50's on demand with Lightning Legs.
 
| style="width: 50%;"|
 
* Stubby limbs that equal short-ranged normals require strong spacing awareness in neutral.
 
* Unique combo structure with a profound learning curve.
 
* His best combos don't end with sliding knockdown without spending extra resources.
 
|-
 
|}
 
{{#lst:DBFZ/Teen Gohan/Data|Links}}
 
<br style="clear:both;"/>
 
 
 
==Normals==
 
====== <font style="visibility:hidden" size="0">5L</font> ======
 
 
{{MoveData
 
{{MoveData
 +
|name=5L
 
|image=DBFZ_TeenGohan_5L.png |caption=
 
|image=DBFZ_TeenGohan_5L.png |caption=
 
|image2=DBFZ_TeenGohan_5LL.png |caption2=
 
|image2=DBFZ_TeenGohan_5LL.png |caption2=
 
|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
 
|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
|name=5L
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5L}}
 
{{AttackVersion|name=5L}}
{{#lsth:DBFZ/Teen Gohan/Data|5L}}
+
{{#lst:{{PAGENAME}}/Data|5L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Advances forward.
 
* Advances forward.
One of the better reaching first light normals.
+
Good reach for a 5L, will catch opponents after a blocked superdash.
 
}}
 
}}
 
{{AttackVersion|name=5LL}}
 
{{AttackVersion|name=5LL}}
{{#lsth:DBFZ/Teen Gohan/Data|5LL}}
+
{{#lst:{{PAGENAME}}/Data|5LL}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Launches on hit.
 
* Launches on hit.
 
* Recovers in the air. Leaves Gohan high enough after the recovery to airdash over most crouching characters and cross them up.
 
* Recovers in the air. Leaves Gohan high enough after the recovery to airdash over most crouching characters and cross them up.
 
}}
 
}}
 
{{AttackVersion|name=5LLL}}
 
{{AttackVersion|name=5LLL}}
{{#lsth:DBFZ/Teen Gohan/Data|5LLL}}
+
{{#lst:{{PAGENAME}}/Data|5LLL}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Tracks vertically to almost super jump height and has long horizontal range.
 
* Tracks vertically to almost super jump height and has long horizontal range.
 
* On hit, can sides switch midscreen by delaying followups.
 
* On hit, can sides switch midscreen by delaying followups.
 
* Has head property.
 
* Has head property.
* If you stop the blockstring here, 5LLL won't receive landing recovery from 5LL.
+
* There is no escape.
While in Sparking, 5LLL > airdash j.M ▷ 5L is a true blockstring.
+
Teen Gohan's infamous autocombo. This is a very useful tool in neutral, as delaying the hits will allow Gohan to float up further and catch opponents. Typically crosses up opponents trying to IAD over Gohan as well.
}}
+
 
 +
If blocked in the air, 236L will lock the opponent and follow them all the way down to the ground. Gohan is plus and can continue a string after this. If blocked on the ground, Gohan can go straight into 236M or 236H for pressure.
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">5M</font> ======
+
======<font style="visibility:hidden;font-size:0">5M</font>======
 
{{MoveData
 
{{MoveData
 +
|name=5M
 
|image=DBFZ_TeenGohan_5M.png |caption=
 
|image=DBFZ_TeenGohan_5M.png |caption=
|name=5M
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|5M}}
+
{{#lst:{{PAGENAME}}/Data|5M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* The shortest reaching 5M in the game but also has pretty good frame advantage.
 
* The shortest reaching 5M in the game but also has pretty good frame advantage.
 
* Great for stagger pressure and hit confirms.
 
* Great for stagger pressure and hit confirms.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">5H</font> ======
+
======<font style="visibility:hidden;font-size:0">5H</font>======
 
{{MoveData
 
{{MoveData
 +
|name=5H
 
|image=DBFZ_TeenGohan_5H.png |caption=
 
|image=DBFZ_TeenGohan_5H.png |caption=
|name=5H
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|5H}}
+
{{#lst:{{PAGENAME}}/Data|5H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Standard 5H.
 
* Standard 5H.
 +
Great for assist combos in the corner, as '''5H > SD > j.MH > j.236[L]''' works with or without smash for big damage. Other than that, it's outclassed by 5-Hit Combo or Flying Kick for midscreen combos.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">5S</font> ======
+
======<font style="visibility:hidden;font-size:0">5S</font>======
 
{{MoveData
 
{{MoveData
 +
|name=5S
 
|image=DBFZ_TeenGohan_5S.png |caption=
 
|image=DBFZ_TeenGohan_5S.png |caption=
|name=5S
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|5S}}
+
{{#lst:{{PAGENAME}}/Data|5S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Hold or mash S to shoot all 4 Ki blasts.
 
* Hold or mash S to shoot all 4 Ki blasts.
 
* Fourth hit launches.
 
* Fourth hit launches.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">2L</font> ======
+
======<font style="visibility:hidden;font-size:0">2L</font>======
 
{{MoveData
 
{{MoveData
 +
|name=2L
 
|image=DBFZ_TeenGohan_2L.png |caption=
 
|image=DBFZ_TeenGohan_2L.png |caption=
|name=2L
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|2L}}
+
{{#lst:{{PAGENAME}}/Data|2L}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Very short range.
 
* Very short range.
 +
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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">2M</font> ======
+
======<font style="visibility:hidden;font-size:0">2M</font>======
 
{{MoveData
 
{{MoveData
 +
|name=2M
 
|image=DBFZ_TeenGohan_2M.png |caption=
 
|image=DBFZ_TeenGohan_2M.png |caption=
|name=2M
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|2M}}
+
{{#lst:{{PAGENAME}}/Data|2M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|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.
 
* A slide with below average range and speed compared to other slides. The range is increased considerably when performed from a dash, including micro-dashes.
 
* Long active frames make this a great meaty.
 
* Long active frames make this a great meaty.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">2H</font> ======
+
======<font style="visibility:hidden;font-size:0">2H</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_TeenGohan_2H.png |caption=
 
 
|name=2H
 
|name=2H
 +
|image=DBFZ_TeenGohan_2H.png |caption="SHORYUKEN!!"
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|2H}}
+
{{#lst:{{PAGENAME}}/Data|2H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Airborne 2H.
 
* Airborne 2H.
 
Depending on the angle, the followup Super Dash can switch sides.
 
Depending on the angle, the followup Super Dash can switch sides.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">2S2</font> ======
+
======<font style="visibility:hidden;font-size:0">2S2</font>======
 
{{MoveData
 
{{MoveData
 +
|name=2S
 
|image=DBFZ_TeenGohan_2S.png |caption=This is where the fun begins
 
|image=DBFZ_TeenGohan_2S.png |caption=This is where the fun begins
|name=2S
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|2S}}
+
{{#lst:{{PAGENAME}}/Data|2S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Ki blast that explodes only when it touches the ground. The explosion also has Ki blast property.
 
* Ki blast that explodes only when it touches the ground. The explosion also has Ki blast property.
 
* Ki blast on the way down keeps grounded opponent standing, ground bounces airborne opponent. Explosion always launches.
 
* Ki blast on the way down keeps grounded opponent standing, ground bounces airborne opponent. Explosion always launches.
* [2]S leaps backward, 2S and 3S leaps forward. Leaps keep all momentum if Gohan is also moving in the same direction.
+
* [2]S leaps backward, 2S and 3S leap forward. Leaps keep all momentum if Gohan is also moving in the same direction.
 
* Recovers in the air.
 
* Recovers in the air.
 
The directional input is what controls which way he moves. So if you tap 2 but hold S, he still moves forward. His j.2S also has similar quirk but with different directional inputs.
 
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.
Line 184: Line 190:
 
Most combo notations use 1S to refer to backward leap, and 3S for forward leap.
 
Most combo notations use 1S to refer to backward leap, and 3S for forward leap.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">6M</font> ======
+
======<font style="visibility:hidden;font-size:0">6M</font>======
 
{{MoveData
 
{{MoveData
 +
|name=6M
 
|image=DBFZ_TeenGohan_6M.png |caption=
 
|image=DBFZ_TeenGohan_6M.png |caption=
|name=6M
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|6M}}
+
{{#lst:{{PAGENAME}}/Data|6M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Universal overhead with short reach.
 
* Universal overhead with short reach.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.L</font> ======
+
======<font style="visibility:hidden;font-size:0">j.L</font>======
 
{{MoveData
 
{{MoveData
 +
|name=j.L
 
|image=DBFZ_TeenGohan_jL.png |caption=
 
|image=DBFZ_TeenGohan_jL.png |caption=
|name=j.L
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|j.L}}
+
{{#lst:{{PAGENAME}}/Data|j.L}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Mini sword normal.
 
* 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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.M</font> ======
+
======<font style="visibility:hidden;font-size:0">j.M</font>======
 
{{MoveData
 
{{MoveData
 +
|name=j.M
 
|image=DBFZ_TeenGohan_jM.png |caption=
 
|image=DBFZ_TeenGohan_jM.png |caption=
|name=j.M
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|j.M}}
+
{{#lst:{{PAGENAME}}/Data|j.M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Range and active frames typical of a j.L rather than a j.M.
 
* Range and active frames typical of a j.L rather than a j.M.
 
* The hitbox extends lower than the visual would suggest.
 
* The hitbox extends lower than the visual would suggest.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.H</font> ======
+
======<font style="visibility:hidden;font-size:0">j.H</font>======
 
{{MoveData
 
{{MoveData
 +
|name=j.H
 
|image=DBFZ_TeenGohan_jH.png |caption=
 
|image=DBFZ_TeenGohan_jH.png |caption=
|name=j.H
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5LLLLLLL}}
 
{{AttackVersion|name=5LLLLLLL}}
{{#lsth:DBFZ/Teen Gohan/Data|5LLLLLLL}}
+
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}
 
{{!}}-
 
{{!}}-
 +
{{Description|9|text=
 +
* Smash hit can wall bounce.
 +
}}
 
{{AttackVersion|name=j.H}}
 
{{AttackVersion|name=j.H}}
{{#lsth:DBFZ/Teen Gohan/Data|j.H}}
+
{{#lst:{{PAGENAME}}/Data|j.H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 +
* 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.
 
* 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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.S</font> ======
+
======<font style="visibility:hidden;font-size:0">j.S</font>======
 
{{MoveData
 
{{MoveData
 +
|name=j.S
 
|image=DBFZ_TeenGohan_jS.png |caption=
 
|image=DBFZ_TeenGohan_jS.png |caption=
|name=j.S
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|j.S}}
+
{{#lst:{{PAGENAME}}/Data|j.S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Hold or mash S to shoot all 4 Ki blasts.
 
* Hold or mash S to shoot all 4 Ki blasts.
* First 3 hits keep grounded opponent standing. Fourth hit launches.
+
* 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.
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.2H</font> ======
+
======<font style="visibility:hidden;font-size:0">j.2H</font>======
 
{{MoveData
 
{{MoveData
 +
|name=j.2H
 
|image=DBFZ_TeenGohan_j2H.png |caption=
 
|image=DBFZ_TeenGohan_j2H.png |caption=
|name=j.2H
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|j.2H}}
+
{{#lst:{{PAGENAME}}/Data|j.2H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.2S</font> ======
+
======<font style="visibility:hidden;font-size:0">j.2S</font>======
 
{{MoveData
 
{{MoveData
 +
|name=j.2S
 
|image=DBFZ_TeenGohan_2S.png |caption=
 
|image=DBFZ_TeenGohan_2S.png |caption=
|name=j.2S
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|j.2S}}
+
{{#lst:{{PAGENAME}}/Data|j.2S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* 2S but in the air.
 
* 2S but in the air.
* j.[1]S leaps backward, j.1S and j.2S leaps forward.  
+
* j.[1]S leaps backward, j.1S and j.2S leap forward.  
 
j.S > j.2[S] will cause Gohan to kara cancel his next j.S with j.2S, the tiny momentum difference between a normal j.2S and a j.2S kara cancelled from j.S enables some advanced combos that would otherwise be impossible.
 
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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
==Specials==
+
==Special Moves==
====== <font style="visibility:hidden" size="0">5-Hit Combo</font> ======
+
======<font style="visibility:hidden;font-size:0">5-Hit Combo</font>======
 
{{MoveData
 
{{MoveData
 +
|name=5-Hit Combo
 +
|input=236L/M/H
 
|image=DBFZ_TeenGohan_FiveHitCombo.png |caption=LARIAT
 
|image=DBFZ_TeenGohan_FiveHitCombo.png |caption=LARIAT
|input=236L/M/H
 
|name=5-Hit Combo
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* 236L/M on hit can press L/M/H for extra attacks. Each followup switches sides.
 
* 236L/M on hit can press L/M/H for extra attacks. Each followup switches sides.
 
* Doesn't have Head property.
 
* Doesn't have Head property.
 +
* Scales like a medium. You can ToD out of this.
 
}}
 
}}
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Teen Gohan/Data|236L}}
+
{{#lst:{{PAGENAME}}/Data|236L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Reaches almost halfscreen.
 
* Reaches almost halfscreen.
 
* Keeps grounded opponent standing.
 
* Keeps grounded opponent standing.
 
}}
 
}}
 
{{AttackVersion|name=M}}
 
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Teen Gohan/Data|236M}}
+
{{#lst:{{PAGENAME}}/Data|236M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Reaches almost fullscreen.
 
* Reaches almost fullscreen.
* On block, can cross over the opponent.
+
* On block, can cross over crouching opponent. Can't steal the corner and doesn't work on big bodies.  
* Sends the opponent flying.
+
* On hit, sends the opponent flying.
If Gohan is pushing against a small, crouching character from midscreen, this move will hit from their back.
+
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.
 
}}
 
}}
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Teen Gohan/Data|236H}}
+
{{#lst:{{PAGENAME}}/Data|236H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* A tiny bit shorter than 236M.
 
* A tiny bit shorter than 236M.
 
* On hit, automatically performs all followups. Stays same side, Smash on the last hit.
 
* On hit, automatically performs all followups. Stays same side, Smash on the last hit.
* Smash hit wall bounces, can followup with Super Dash for sliding knockdown.
+
* 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.
 
In the corner, non-Smash hit can link into j.L, j.M and j.236L/H.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">5-Hit Combo Follow-Up 1-3</font> ======
+
======<font style="visibility:hidden;font-size:0">5-Hit Combo Follow-up 1-3</font>======
 
{{MoveData
 
{{MoveData
 +
|name=5-Hit Combo Follow-up 1-3
 +
|input=5-Hit Combo L/M > L/M
 
|image=DBFZ_TeenGohan_FiveHitCombo2.png |caption=
 
|image=DBFZ_TeenGohan_FiveHitCombo2.png |caption=
|input=5-Hit Combo L/M > L/M
+
|image2=DBFZ_TeenGohan_FiveHitCombo3.png |caption2=
|name=5-Hit Combo Follow-Up 1-3
+
|image3=DBFZ_TeenGohan_FiveHitCombo4.png |caption3=
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Teen Gohan/Data|236X > L}}
+
{{#lst:{{PAGENAME}}/Data|236X L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Keeps grounded opponent in place if they're on the ground
 
* Keeps grounded opponent in place if they're on the ground
 
* Gently knocks away airborne opponent.
 
* 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.''
+
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.''
 
}}
 
}}
 
{{AttackVersion|name=M}}
 
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Teen Gohan/Data|236X > M}}
+
{{#lst:{{PAGENAME}}/Data|236X M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
* Sends opponent far away into a weak wall bounce.
+
* 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.
 
With proper timing 236M~LMLM will carry an opponent almost corner to corner.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">5-Hit Combo Follow-Up 4</font> ======
+
======<font style="visibility:hidden;font-size:0">5-Hit Combo Follow-up 4</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_TeenGohan_FiveHitCombo3.png |caption=
+
|name=5-Hit Combo Follow-up 4
|input=5-Hit Combo Follow-Up 1-3 > L/M/H or 5-Hit Combo > H
+
|input=5-Hit Combo L/M > H,<br/>5-Hit Combo Follow-up 1-2 > H,<br/>or 5-Hit Combo Follow-up 3 > L/M/H
|name=5-Hit Combo Follow-Up 4
+
|image=DBFZ_TeenGohan_FiveHitCombo5.png |caption=
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > L}}
+
{{#lst:{{PAGENAME}}/Data|236X X L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
* Sends the opponent behind Gohan. Smash hit corner bounces.
+
* Sends the opponent behind Gohan.
 +
* Smash hit corner splats.
 
}}
 
}}
 
{{AttackVersion|name=M}}
 
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > M}}
+
{{#lst:{{PAGENAME}}/Data|236X X M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
* Sends the opponent in front of Gohan. Smash hit corner bounces.
+
* 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.
 
In the corner, Smash hit can link into j.DR, non-Smash hit can link into j.L, j.M and j.236L/H.
 
}}
 
}}
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > H}}
+
{{#lst:{{PAGENAME}}/Data|236X X H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Immediately ends the sequence, compound damage from unused followups. E.g. if there's 3 followups left, it will do 550*2, 700.
 
* Immediately ends the sequence, compound damage from unused followups. E.g. if there's 3 followups left, it will do 550*2, 700.
* Sends the opponent in front of Gohan. Smash hit wall bounces and can followup with Super Dash for sliding knockdown.
+
* 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.
 
In the corner, non-Smash hit can link into j.L, j.M and j.236L/H.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">Flying Kick</font> ======
+
======<font style="visibility:hidden;font-size:0">Flying Kick</font>======
 
{{MoveData
 
{{MoveData
 +
|name=Flying Kick
 +
|input=j.236L/M/H
 
|image=DBFZ_TeenGohan_FlyingKick.png |caption=Lightning Legs!
 
|image=DBFZ_TeenGohan_FlyingKick.png |caption=Lightning Legs!
|input=j.236L/M/H
 
|name=Flying Kick
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Upon using, Gohan pauses for a split second and starts a fall. L version keeps all momentum, M and H always moves forward.
 
* Upon using, Gohan pauses for a split second and starts a fall. L version keeps all momentum, M and H always moves forward.
* Smash on the last hit.
 
 
}}
 
}}
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Teen Gohan/Data|j.236L}}
+
{{#lst:{{PAGENAME}}/Data|j.236L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Hold down L, M, H to continue kicking until landing. Performs 3 kicks at minimum.
 
* 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.
 
* Very long landing recovery which can only be Super cancelled. Combos into both Supers at intermediate hitstun decay.
* Safe on block (-5) despite the recovery.
 
 
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.
 
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.
 
}}
 
}}
 
{{AttackVersion|name=M}}
 
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Teen Gohan/Data|j.236M}}
+
{{#lst:{{PAGENAME}}/Data|j.236M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Performs 7 kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.
 
* Performs 7 kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.
* On hit, only recovers upon landing. Smash hit wall bounces, can link into 236M from midscreen.
+
* 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.
 
* On block, Gohan will reposition himself to a fixed height.
Safe on block (-2), you can either sneak in a j.L before landing or backdash and reset to neutral.
+
* Removes all other added landing recovery.
 +
Safe on block, you can either sneak in a j.L before landing or backdash and reset to neutral. With Smash, this lets you link a 5-Hit Combo midscreen and a 2L in the corner for combo extensions.
 
}}
 
}}
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Teen Gohan/Data|j.236H}}
+
{{#lst:{{PAGENAME}}/Data|j.236H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Similar to M version but with 13 kicks.
 
* Similar to M version but with 13 kicks.
* On hit, recovers in the air. Smash hit causes a big wall bounce.
+
* On hit, recovers in the air. Smash hit wall bounces.
Plus on block (+2), but j.236H > j.L can still be 2H'd.
+
* Removes all other added landing recovery.
}}
+
Plus on block, but j.236H > j.L can still be 2H'd. Combos into 2M midscreen for big damage.
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">Super Dragon Flight</font> ======
+
======<font style="visibility:hidden;font-size:0">Super Dragon Flight</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=
+
|name=Super Dragon Flight
 
|input=214L/M/H
 
|input=214L/M/H
|name=Super Dragon Flight
+
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption= Why the hell does scale like a medium
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
* Smash on the first hit.
 
 
* The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded.
 
* The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded.
 
}}
 
}}
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Teen Gohan/Data|214L}}
+
{{#lst:{{PAGENAME}}/Data|214L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Frame 1 anti-air.
 
* Frame 1 anti-air.
Unscaled starter, a great punish for willy nilly Vanishes.  
+
Unscaled starter, devastating punish for any airborne shenanigans and a common TOD starter.
 
}}
 
}}
 
{{AttackVersion|name=M}}
 
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Teen Gohan/Data|214M}}
+
{{#lst:{{PAGENAME}}/Data|214M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Frame 1 full invul.
 
* Frame 1 full invul.
* 5MMM version causes a big corner bounces.
+
* Smash 5MMM can wall bounce.
 
}}
 
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Teen Gohan/Data|214H}}
+
{{#lst:{{PAGENAME}}/Data|214H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Frame 1 full invul.
 
* Frame 1 full invul.
 
* Smash hit performs the full uppercut. This uppercut can be Vanish cancelled.
 
* Smash hit performs the full uppercut. This uppercut can be Vanish cancelled.
 
* Gut punch crumples grounded opponent on Smash hit, launches them high up on non-Smash.
 
* Gut punch crumples grounded opponent on Smash hit, launches them high up on non-Smash.
 
}}
 
}}
}}
+
}}<nowiki/>
  
==Assist==
+
==Z Assists==
 +
======<font style="visibility:hidden;font-size:0">Assist A</font>======
 
{{MoveData
 
{{MoveData
 +
|name=Super Dragon Flight
 +
|input=Assist A
 
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=r u ok
 
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=r u ok
|input=A1/A2
 
|name=Super Dragon Flight
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|A1/A2}}
+
{{#lst:{{PAGENAME}}/Data|Assist A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* DP on demand.
 
* 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.
 
}}
 
}}
 +
}}<nowiki/>
 +
 +
======<font style="visibility:hidden;font-size:0">Assist B</font>======
 +
{{MoveData
 +
|name=Masendan
 +
|input=Assist B
 +
|image=DBFZ_TeenGohan_2S.png |caption=
 +
|data=
 +
{{AttackDataHeader-DBFZ}}
 +
{{!}}-
 +
{{#lst:{{PAGENAME}}/Data|Assist B}}
 +
{{!}}-
 +
{{Description|8|text=
 +
* Give the gift of bombs.
 +
Incredible as a combo assist, not all that great at everything else. It's a bomb so it isn't exactly great for neutral, and the fact that it is a Ki Blast limits its usage in blockstrings. Think of it more like a mini SSJ Vegeta assist in that way.
 +
}}
 +
}}<nowiki/>
 +
 +
======<font style="visibility:hidden;font-size:0">Assist C</font>======
 +
{{MoveData
 +
|name=Flying Kick
 +
|input=Assist C
 +
|image=DBFZ_TeenGohan_FlyingKick.png |caption=
 +
|data=
 +
{{AttackDataHeader-DBFZ}}
 +
{{!}}-
 +
{{#lst:{{PAGENAME}}/Data|Assist C}}
 +
{{!}}-
 +
{{Description|8|text=
 +
Teen Gohan teleports to the opponent and hits them with the M version of Flying Kick.
 
}}
 
}}
 +
}}<nowiki/>
  
==Supers==
+
==Super Moves==
====== <font style="visibility:hidden" size="0">Motionless Kamehameha</font> ======
+
======<font style="visibility:hidden;font-size:0">Motionless Kamehameha</font>======
 
{{MoveData
 
{{MoveData
 +
|name=Motionless Kamehameha
 +
|input=236L+M or 236H+S
 
|image=DBFZ_TeenGohan_MotionlessKamehameha.png |caption=
 
|image=DBFZ_TeenGohan_MotionlessKamehameha.png |caption=
 
|image2=DBFZ_TeenGohan_MotionlessKamehameha2.png |caption2=
 
|image2=DBFZ_TeenGohan_MotionlessKamehameha2.png |caption2=
|input=236L+M or 236H+S
+
|data=
|name=Motionless Kamehameha
 
|data=
 
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Teen Gohan/Data|236LM}}
+
{{#lst:{{PAGENAME}}/Data|236LM}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Minimum damage: 91*10 (910).
 
* 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.
 
* Close hit, the beam will try to vacuum the opponent into its center, making it possible to DHC into some grounded Supers.
 +
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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">Father-Son Kamehameha</font> ======
+
======<font style="visibility:hidden;font-size:0">Father-Son Kamehameha</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_TeenGohan_FatherSonKamehameha.png |caption=
+
|name=Father-Son Kamehameha
|image2=DBFZ_TeenGohan_FatherSonKamehameha2.png |caption2=
 
|image3=DBFZ_TeenGohan_FatherSonKamehamehaFullPower.png |caption3=Just like my Japanese animes
 
 
|input=214L+M or 214H+S
 
|input=214L+M or 214H+S
|name=Father-Son Kamehameha
+
|image=DBFZ_TeenGohan_FatherSonKamehameha.png |caption=You gon get it now
|data=
+
|image2=DBFZ_TeenGohan_FatherSonKamehameha2.png |caption2=Lets get this oki gamers
 +
|image3=DBFZ_TeenGohan_FatherSonKamehamehaFullPower.png |caption3='''IS IT GONNA KILL??!??!?!?!?'''
 +
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Father-Son Kamehameha}}
 
{{AttackVersion|name=Father-Son Kamehameha}}
{{#lsth:DBFZ/Teen Gohan/Data|214LM}}
+
{{#lst:{{PAGENAME}}/Data|214LM}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Minimum damage: 87*20 (1740).
 
* Minimum damage: 87*20 (1740).
 
* Good oki. Gohan can beat wake up 2H with a regular jump air attack.
 
* Good oki. Gohan can beat wake up 2H with a regular jump air attack.
Hits full screen and has good vertical reach as well. Slower startup than average so be careful about using it as a reversal.
+
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.
 
}}
 
}}
{{AttackVersion|name=Full Power|subtitle=Hold down any button on hit or clash}}
+
{{AttackVersion|name=Father-Son Kamehameha<br>(Full Power)|subtitle=Hold L/M/H/S on hit or clash}}
{{#lsth:DBFZ/Teen Gohan/Data|214[LM]}}
+
{{#lst:{{PAGENAME}}/Data|214[LM]}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Minimum damage: 87*20, 55*20 (2840).
 
* Minimum damage: 87*20, 55*20 (2840).
 
* Weak oki. Gohan can maintain pressure at close range but nothing more.
 
* Weak oki. Gohan can maintain pressure at close range but nothing more.
Not efficient but good for finishing opponents.
+
Not efficient but good for finishing opponents. Enables some ToD's and is completely unfair in Limit Break.
}}
 
 
}}
 
}}
 +
}}<nowiki/>
  
 
==Navigation==
 
==Navigation==
{{#lsth:DBFZ/Teen Gohan/Data|Links}}
+
{{#lst:{{PAGENAME}}/Data|Links}}
{{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.}}
+
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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}}
 
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
 
[[Category:Gohan]]
 

Latest revision as of 22:24, 24 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
overview[edit]
Template-info.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview

Teen Gohan is a rather advanced character with stubby normals and deceptively good neutral. Teen Gohan's goal is to get in the opponent's face using his myriad of specials and make them block Flying Kick, putting Teen Gohan in the air and enabling many mindgames and mixups. Teen Gohan has very high damage and several combo opportunities thanks to his j.2/3S bombs, giving him loops and crazy corner carry. You'll be in awe at Teen Gohan's ability to drag the opponent from corner to corner and take half of their health in the process. Once they're down, Teen Gohan can start his crazy pressure and varied mixup. Although he can struggle at the long range, Gohan has an above average 5S, 5-Hit-Combo to close gaps, and his notorious air tracking autocombo. If you like a creative and high execution character, Teen Gohan is for you.


"I don't really like to fight, but sometimes victory is the only option!"
Lore:Named in honor of his father's adoptive grandfather, Son Gohan/Sun Wufan is the firstborn son of Goku. Even as a young child, Gohan possessed hidden reservoirs of power that he could tap into when his anger is stoked. Young Gohan abhorred violence, but always came to the aid of his father and their friends when the need arose, eventually becoming the first to attain the state of Super Saiyan 2 during his battle against the villainous android Cell.
Voice:Japanese: Masako Nozawa English: Colleen Clinkenbeard
Playstyle
DBFZ Teen Gohan Icon.png Teen Gohan is a defensive fighter who makes up for his lack of range with explosive damage output and oppressive mix-ups that can subdue careless opponents quickly.
Pros Cons
  • Autocombo: Possesses the best autocombo in the game.
  • Incredible Damage and Combos: Boasts some of the highest damaging and flexible combos in the game. Excellent corner carry with bomb loops, extreme meter gain, and high damaging supers.
  • Flying Kick: A fantastic special move that's great in combos and can create 50/50s on demand when paired with an assist.
  • Reversal: Super Dragon Flight is both a great anti-air and an invulnerable move for escaping pressure.
  • Good Mixups: Amazing left-right mixup with IAD j.L. Autocombo/2H sets up an assist mixup with j.236M/H.
  • Ranged Presence: Great and fast grounded ki-blasts.
  • Great Support Value: Assist A is good for vertical neutral control, Assist B is good for combos and baiting super dash, and Assist C is also good for combos and lockdown pressure when blocked.
  • Short Reach: Stubby normals (all except for 5LLL) require strong spacing awareness in neutral.
  • Limited Ranged Game: Lacks a beam property move.
  • Weak Air-Game: Limited offensive options in the air; his j.S doesn't have a great angle, and Flying Kick can only be used defensively.
  • Needy: Needs assists to function well: combo routes, 50/50s, and general neutral.

Normal Moves[edit]

5L[edit]
5L
DBFZ TeenGohan 5L.png
DBFZ TeenGohan 5LL.png
DBFZ TeenGohan 5LLL.png
O M N I D I R E C T I O N A L
T R A C K I N G
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 12 -3 -
  • Advances forward.

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

5LL 700 All - 9 3 17+10L -4 -
  • Launches on hit.
  • Recovers in the air. Leaves Gohan high enough after the recovery to airdash over most crouching characters and cross them up.
5LLL 1000 All U3+ 13 4 Until L+3 -5 -
  • Tracks vertically to almost super jump height and has long horizontal range.
  • On hit, can sides switch midscreen by delaying followups.
  • Has head property.
  • There is no escape.

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

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

5M[edit]
5M
DBFZ TeenGohan 5M.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 9 3 17 -3 -
  • The shortest reaching 5M in the game but also has pretty good frame advantage.
  • Great for stagger pressure and hit confirms.
5H[edit]
5H
DBFZ TeenGohan 5H.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1 15 6 18 -8 -
  • Standard 5H.

Great for assist combos in the corner, as 5H > SD > j.MH > j.236[L] works with or without smash for big damage. Other than that, it's outclassed by 5-Hit Combo or Flying Kick for midscreen combos.

5S[edit]
5S
DBFZ TeenGohan 5S.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300*4 All - 11 - 25 -4 -
  • Hold or mash S to shoot all 4 Ki blasts.
  • Fourth hit launches.
2L[edit]
2L
DBFZ TeenGohan 2L.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 Low - 7 3 13 -4 -
  • Very short range.

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[edit]
2M
DBFZ TeenGohan 2M.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 Low - 11 12 12 -8 -
  • A slide with below average range and speed compared to other slides. The range is increased considerably when performed from a dash, including micro-dashes.
  • Long active frames make this a great meaty.
2H[edit]
2H
DBFZ TeenGohan 2H.png
"SHORYUKEN!!"
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1+ 15 3 22+8L -17 4-17 Head
  • Airborne 2H.

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

2S2[edit]
2S
DBFZ TeenGohan 2S.png
This is where the fun begins
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
600, 700 All - 32 - 20+6L - -
  • Ki blast that explodes only when it touches the ground. The explosion also has Ki blast property.
  • Ki blast on the way down keeps grounded opponent standing, ground bounces airborne opponent. Explosion always launches.
  • [2]S leaps backward, 2S and 3S leap forward. Leaps keep all momentum if Gohan is also moving in the same direction.
  • Recovers in the air.

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

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

6M[edit]
6M
DBFZ TeenGohan 6M.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 High - 24 6 4+6L ±0 -
  • Universal overhead with short reach.
j.L[edit]
j.L
DBFZ TeenGohan jL.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 High - 6 3 - - -
  • Mini sword normal.
  • The hitbox extends well past the hurtbox and is placed low.
  • Good for double overheads, fuzzies and cross-ups. Decent air-to-air with forward momentum.
j.M[edit]
j.M
DBFZ TeenGohan jM.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 High - 9 3 - - -
  • Range and active frames typical of a j.L rather than a j.M.
  • The hitbox extends lower than the visual would suggest.
j.H[edit]
j.H
DBFZ TeenGohan jH.png
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5LLLLLLL 850 / 1000 High D2+ 13 3 - - -
  • Smash hit can wall bounce.
j.H 850 / 1000 High D1+ 13 3 - - -
  • Smash hit causes sliding knockdown.
  • The low reaching hitbox makes it a good button for air-to-ground, but it is difficult to use in cross ups or air-to-air.
j.S[edit]
j.S
DBFZ TeenGohan jS.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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[edit]
j.2H
DBFZ TeenGohan j2H.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1+ 11 3 - - -
  • Typical air launcher.
  • Stops all air momentum and raises Gohan up and forward slightly.
j.2S[edit]
j.2S
DBFZ TeenGohan 2S.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
600, 700 All - 20 - +6L - -
  • 2S but in the air.
  • j.[1]S leaps backward, j.1S and j.2S leap forward.

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

Special Moves[edit]

5-Hit Combo[edit]
5-Hit Combo
236L/M/H
DBFZ TeenGohan FiveHitCombo.png
LARIAT
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • 236L/M on hit can press L/M/H for extra attacks. Each followup switches sides.
  • Doesn't have Head property.
  • Scales like a medium. You can ToD out of this.
L 500 All - 11 6 16 -5 -
  • Reaches almost halfscreen.
  • Keeps grounded opponent standing.
M 500 All - 13 11 16 -11 -
  • Reaches almost fullscreen.
  • On block, can cross over crouching opponent. Can't steal the corner and doesn't work on big bodies.
  • On hit, sends the opponent flying.

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

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

5-Hit Combo Follow-up 1-3[edit]
5-Hit Combo Follow-up 1-3
5-Hit Combo L/M > L/M
DBFZ TeenGohan FiveHitCombo2.png
DBFZ TeenGohan FiveHitCombo3.png
DBFZ TeenGohan FiveHitCombo4.png
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 500 All - 7 - - - -
  • Keeps grounded opponent in place if they're on the ground
  • Gently knocks away airborne opponent.

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

M 500 All - 7 - - - -
  • Sends opponent far away into a small wall bounce, less vertical knockback than L followup.

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

5-Hit Combo Follow-up 4[edit]
5-Hit Combo Follow-up 4
5-Hit Combo L/M > H,
5-Hit Combo Follow-up 1-2 > H,
or 5-Hit Combo Follow-up 3 > L/M/H
DBFZ TeenGohan FiveHitCombo5.png
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 700 All U1 3 - - - -
  • Sends the opponent behind Gohan.
  • Smash hit corner splats.
M 700 All U1 3 - - - -
  • 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.

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

Flying Kick[edit]
Flying Kick
j.236L/M/H
DBFZ TeenGohan FlyingKick.png
Lightning Legs!
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Upon using, Gohan pauses for a split second and starts a fall. L version keeps all momentum, M and H always moves forward.
L 350*N All - 7 {3(2)3}*N 11 -5 -
  • Hold down L, M, H to continue kicking until landing. Performs 3 kicks at minimum.
  • Very long landing recovery which can only be Super cancelled. Combos into both Supers at intermediate hitstun decay.

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

M 80*7 / 80*7,600 All U1+ 16 {3(1)3}*6 10 -2 -
  • Performs 7 kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.
  • Smash on the last hit. 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.

Safe on block, you can either sneak in a j.L before landing or backdash and reset to neutral. With Smash, this lets you link a 5-Hit Combo midscreen and a 2L in the corner for combo extensions.

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

Plus on block, but j.236H > j.L can still be 2H'd. Combos into 2M midscreen for big damage.

Super Dragon Flight[edit]
Super Dragon Flight
214L/M/H
DBFZ TeenGohan SuperDragonFlight.png
Why the hell does scale like a medium
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded.
L 1000 All - 9 10 21+8 -28 1-10 Head
  • Frame 1 anti-air.

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

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

Z Assists[edit]

Assist A[edit]
Super Dragon Flight
Assist A
DBFZ TeenGohan SuperDragonFlight.png
r u ok
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800 All - 22 16 - +29 10-? All
  • DP on demand.
  • Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.
Assist B[edit]
Masendan
Assist B
DBFZ TeenGohan 2S.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300, 700 All - 31 - - +33 -
  • Give the gift of bombs.

Incredible as a combo assist, not all that great at everything else. It's a bomb so it isn't exactly great for neutral, and the fact that it is a Ki Blast limits its usage in blockstrings. Think of it more like a mini SSJ Vegeta assist in that way.

Assist C[edit]
Flying Kick
Assist C
DBFZ TeenGohan FlyingKick.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
80*7, 450, 400 All - 45 - - +35 -

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

Super Moves[edit]

Motionless Kamehameha[edit]
Motionless Kamehameha
236L+M or 236H+S
DBFZ TeenGohan MotionlessKamehameha.png
DBFZ TeenGohan MotionlessKamehameha2.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
340*10 All UDV 9+4 41 33 -16 9-20 All
  • Minimum damage: 91*10 (910).
  • Close hit, the beam will try to vacuum the opponent into its center, making it possible to DHC into some grounded Supers.

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[edit]
Father-Son Kamehameha
214L+M or 214H+S
DBFZ TeenGohan FatherSonKamehameha.png
You gon get it now
DBFZ TeenGohan FatherSonKamehameha2.png
Lets get this oki gamers
DBFZ TeenGohan FatherSonKamehamehaFullPower.png
IS IT GONNA KILL??!??!?!?!?
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Father-Son Kamehameha 230*20 All UDV 13+3 82 51 -34 1-11 All
  • Minimum damage: 87*20 (1740).
  • Good oki. Gohan can beat wake up 2H with a regular jump air attack.

Hits full screen and has good vertical reach as well. Slower startup than average so be careful about using it as a reversal. 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)
Hold L/M/H/S on hit or clash
110*20 All UDV 2+0 78 99 - 1-End All
  • Minimum damage: 87*20, 55*20 (2840).
  • Weak oki. Gohan can maintain pressure at close range but nothing more.

Not efficient but good for finishing opponents. Enables some ToD's and is completely unfair in Limit Break.

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Teen Gohan/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Dragon Ball FighterZe
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc