Difference between revisions of "DBFZ/Teen Gohan"

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{{Description|8|text=
 
{{Description|8|text=
 
* Advances forward.
 
* Advances forward.
One of the better reaching first light normals.
+
One of the better reaching 5L.
 
}}
 
}}
 
{{AttackVersion|name=5LL}}
 
{{AttackVersion|name=5LL}}
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* 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.
+
* Doesn't receive landing recovery from 5LL, but any followups will.
 
While in Sparking, 5LLL > airdash j.M ▷ 5L is a true blockstring.
 
While in Sparking, 5LLL > airdash j.M ▷ 5L is a true blockstring.
 
}}
 
}}
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* 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.
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{{Description|7|text=
 
{{Description|7|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.
 
}}
 
}}
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{{Description|8|text=
 
{{Description|8|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}}
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{{Description|8|text=
 
{{Description|8|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.
 +
* Smash on the last hit.
 
* On hit, only recovers upon landing. Smash hit wall bounces, can link into 236M from midscreen.
 
* On hit, only recovers upon landing. Smash hit wall bounces, can link into 236M from midscreen.
 
* On block, Gohan will reposition himself to a fixed height.
 
* On block, Gohan will reposition himself to a fixed height.
 +
* Removes all other added landing recovery.
 
Safe on block (-2), you can either sneak in a j.L before landing or backdash and reset to neutral.
 
Safe on block (-2), you can either sneak in a j.L before landing or backdash and reset to neutral.
 
}}
 
}}
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* 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 causes a big wall bounce.
 +
* Removes all other added landing recovery.
 
Plus on block (+2), but j.236H > j.L can still be 2H'd.
 
Plus on block (+2), but j.236H > j.L can still be 2H'd.
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|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.
 
}}
 
}}

Latest revision as of 19:58, 6 November 2019

Son Gohan (Teen)
DBFZ Teen Gohan Portrait.png

Health: 10,000

Prejump: 4F

Assist Cooldown:


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

Overview[edit]

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.

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.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • 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.
  • 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.



Normals[edit]

5L[edit]
5L
DBFZ TeenGohan 5L.png
DBFZ TeenGohan 5LL.png
DBFZ TeenGohan 5LLL.png
O M N I D I R E C T I O N A L
T R A C K I N G
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 3 12 -3
  • Advances forward.

One of the better reaching 5L.

5LL 700 All - 9 3 17+5 after landing -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 17 -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.
  • Doesn't receive landing recovery from 5LL, but any followups will.

While in Sparking, 5LLL > airdash j.M ▷ 5L is a true blockstring.


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


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


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


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


2M[edit]
2M
DBFZ TeenGohan 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
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
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 15 3 22+8 after landing -17
  • Airborne 2H.

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


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

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

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


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


j.L[edit]
j.L
DBFZ TeenGohan jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 6 3 - -
  • Mini sword normal.
  • The hitbox extends well past the hurtbox and is placed low.
  • Good for double overheads, fuzzies and cross-ups. Decent air-to-air with forward momentum.


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


j.H[edit]
j.H
DBFZ TeenGohan jH.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5LLLLLLL 850 / 1000 High D2+ 13 3 - -
j.H 850 / 1000 High D1+ 13 3 - -
  • The low reaching hitbox makes it a good button for air-to-ground, but it is difficult to use in cross ups or air-to-air.


j.S[edit]
j.S
DBFZ TeenGohan jS.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400*4 All - 13 - +5 after landing -
  • Hold or mash S to shoot all 4 Ki blasts.
  • First 3 hits keep grounded opponent standing. Fourth hit launches.


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


j.2S[edit]
j.2S
DBFZ TeenGohan 2S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
600, 700 All - 20 - +6 after landing -
  • 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.


Specials[edit]

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

If Gohan is pushing against a small, crouching character from midscreen, this move will hit from their back.

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

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


5-Hit Combo Follow-Up 1-3[edit]
5-Hit Combo Follow-Up 1-3
5-Hit Combo L/M > L/M
Version Damage Guard Smash Startup Active Recovery Frame Adv.
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 weak wall bounce.

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


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

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

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

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


Flying Kick[edit]
Flying Kick
j.236L/M/H
DBFZ TeenGohan FlyingKick.png
Lightning Legs!
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • 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 -
  • 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.
  • 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.

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

Safe on block (-2), you can either sneak in a j.L before landing or backdash and reset to neutral.

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

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


Super Dragon Flight[edit]
Super Dragon Flight
214L/M/H
DBFZ TeenGohan SuperDragonFlight.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • 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
  • Frame 1 anti-air.

Unscaled starter, a great punish for willy nilly Vanishes.

M 1350 All U1 16 16 29+8 -41
  • Frame 1 full invul.
  • 5MMM version causes a big corner bounces.
H 1000 / 1000,200*6 All U1 9 3 29 -20
  • 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.


Assist[edit]

Super Dragon Flight
A1/A2
DBFZ TeenGohan SuperDragonFlight.png
r u ok
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 22 16 - 29
  • DP on demand.
  • Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.


Supers[edit]

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


Father-Son Kamehameha[edit]
Father-Son Kamehameha
214L+M or 214H+S
DBFZ TeenGohan FatherSonKamehameha.png
DBFZ TeenGohan FatherSonKamehameha2.png
DBFZ TeenGohan FatherSonKamehamehaFullPower.png
Just like my Japanese animes
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Father-Son Kamehameha 230*20 All UDV 13+3 82 51 -34
  • 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.

Full Power
Hold down any button on hit or clash
110*20 All UDV 2+0 78 99 -
  • Minimum damage: 87*20, 55*20 (2840).
  • Weak oki. Gohan can maintain pressure at close range but nothing more.

Not efficient but good for finishing opponents.


Navigation[edit]


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