DBFZ/Teen Gohan: Difference between revisions

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* Some of the highest damage potential in the game, solo and extended.
* Some of the highest damage potential in the game.
* A passive strength: Though the fact T. Gohan is small, hard to hit and cannot be fuzzied is a great asset.
* High meter gain.
* One of few characters with unscaled (minimum damage proration) specials allowing for versatile approaches to high damage combos, including ToDs.
* Very good corner carry.
* High meter gain, Gohan can spend meter to finish combos and still come out very positive (very strong battery).
* High damage level 1 super and the strongest level 5 super.
* Enough corner carry to end virtually any combo in the corner.
* Deadly pressure with jL double overheads allowing for cross-ups and fuzzies.
* Assisted 50/50's on demand with Lightning Legs.
* Assisted 50/50's on demand with Lightning Legs.
* Bardock's grandchild. Inherits the auto-combo and pseudo-lariat.
* Builds on Bardock's techniques with a meterless reversal DP.
* Most of his specials have incredibly high hitstun (retains hitstun at the end of long combos) allowing for combos that are generally not possible with other members of the cast.
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* Stubby limbs that equal short-ranged normals require strong spacing awareness in neutral.  
* Stubby limbs that equal short-ranged normals require strong spacing awareness in neutral.  
* No beam projectile or offensive air specials can make approaching very difficult, especially against characters with good full screen options.
* Unique combo structure with a profound learning curve.
* Pressure relies heavily on speed and conditioning when assists are not available.
* His best combos don't end with sliding knockdown without spending extra resources.  
* Situation specific combo structure has a profound learning curve.
* Due to its angle of fire his level 1 super (Motionless Kamehameha) can be hard to use in specific instances, like Z-switching into it.
* The more optimal combos generally do not lead into a sliding knockdown which can sometimes lead into an unfavourable situation (needs to use assist to mitigate this).
* For some reason named ''Teen Gohan'' when he's 11 years old by the Cell Saga (seriously, who came up with the idea of calling him a Teen)?
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==Normals==
==Normals==
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_5L.png |caption=Gut punch
|image=DBFZ_TeenGohan_5L.png |caption=
|image2=DBFZ_TeenGohan_5LL.png |caption2=Jumping won't save you
|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
|name=5L
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* One of the better reaching first light normals.
* Advances forward.
* Pushes Gohan forward slightly, unlike most who remain stationary.
One of the better reaching first light normals.
* Same 5L as Bardock. A sign of things to come.
}}
}}
{{!}}-
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
{{#lsth:DBFZ/Teen Gohan/Data|5LL}}
{{#lsth:DBFZ/Teen Gohan/Data|5LL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Leaping jump kick, decent forward moving anti-air.
* Launches on hit.
* On hit it props the opponent up in the air. Gohan can special and jump cancel into a variety of follow ups.
* Recovers in the air. In the corner where 2L doesn't whiff, 5LL can easily be used for high-low mixup.
* On block it can be cancelled into 5LLL, j5S, j2S, Lightning Legs, Super Dash, Vanish and Z-Change.
* Leaves Gohan high enough after the recovery to air dash over most crouching characters and cross them up.
* Gohan can perform a falling jL after the recovery. In the corner where 2L doesn't whiff it becomes a true high-low (bless Hiroki).
}}
* Leaves Gohan high enough after the recovery to air dash over crouching enemies and cross them up, except for big bodies.
* Side switch auto-corrects.
* Qualifies as an eSports normal.
}}
{{!}}-
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
{{#lsth:DBFZ/Teen Gohan/Data|5LLL}}
{{#lsth:DBFZ/Teen Gohan/Data|5LLL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Skyward launcher, tracks vertically near to a super jump and has significant horizontal range.
* Tracks vertically to almost super jump height and has long horizontal range.
* Gohan can follow up with Super Dash, Vanish, Lightning Legs and Z-Change.
* On hit, can side switch midscreen by delaying follow ups.
* On hit there is an optional side switch midscreen by delaying the follow up.
* Has head property.
* Counts as an air attack meaning 2H can beat it.
While in Sparking, 5LLL > airdash j.L is a true blockstring.
* Side switch auto-corrects.
}}
* Heat-seeking child.
* There is no escape.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5M</font> ======
====== <font style="visibility:hidden" size="0">5M</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_5M.png |caption=GUT PUNCH
|image=DBFZ_TeenGohan_5M.png |caption=
|name=5M
|name=5M
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* The shortest reaching 5M in the game but also has pretty good frame advantage (-3 on block).
* The shortest reaching 5M in the game but also has pretty good frame advantage.
* Great for stagger pressure and hit confirms. Not used in neutral.
* Great for stagger pressure and hit confirms.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">5H</font> ======
====== <font style="visibility:hidden" size="0">5H</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_5H.png |caption=Shorter 236L
|image=DBFZ_TeenGohan_5H.png |caption=
|name=5H
|name=5H
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Standard heavy attack but with slightly shorter range and longer start up than most.
* Standard 5H.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">5S</font> ======
====== <font style="visibility:hidden" size="0">5S</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_5S.png |caption=Actually pretty good for zoning
|image=DBFZ_TeenGohan_5S.png |caption=
|name=5S
|name=5S
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Generic Ki blasts. The opponent can Super Dash through it and Reflect out of the block stun.
* Hold or mash S to shoot all 4 Ki blasts.
* Fourth hit pops the opponent in the air in a backward trajectory.
* Fourth hit launches.
* Fast start up (11) makes it a good option for mid range pressure. The frame advantage becomes plus at ~40% screen distance.
}}
* 236X can be confirmed into from any of the Ki blasts at close to medium range.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2L</font> ======
====== <font style="visibility:hidden" size="0">2L</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_2L.png |caption=Piccolo's training at work
|image=DBFZ_TeenGohan_2L.png |caption=
|name=2L
|name=2L
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Fast low attack. Very short range.
* Very short range.
* Will chain into itself, but because it pushes Gohan back if you are not very close or dashing forward the second 2L may whiff.
}}
* By micro-dashing it can be made effective for pressure despite its range.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2M</font> ======
====== <font style="visibility:hidden" size="0">2M</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_2M.png |caption=''The reverse baseball slide,<br/> destroyer of health bars.''
|image=DBFZ_TeenGohan_2M.png |caption=
|name=2M
|name=2M
|data=
|data=
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{{Description|7|text=
{{Description|7|text=
* A slide with below average range and speed compared to other slides. The range is increased considerably when performed from a dash, including micro-dashes.
* A slide with below average range and speed compared to other slides. The range is increased considerably when performed from a dash, including micro-dashes.
* Uniquely long active frames (12) make this a superior meaty.
* Long active frames make this a superior meaty.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2H</font> ======
====== <font style="visibility:hidden" size="0">2H</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_2H.png |caption= SHORYUKEN
|image=DBFZ_TeenGohan_2H.png |caption=
|name=2H
|name=2H
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Universal anti-air launcher with minimal range, invincible frame 4-17 to aerial attacks.
* Airborne 2H.
* Small hitbox does cover both sides.
Depending on the angle, the followup Super Dash can switch sides.
* In blockstrings going from 5H to 2H often requires a small delay to prevent a whiff, including in the corner.
}}
* There is a sizable window where most low normals will whiff under Gohan.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2S</font> ======
====== <font style="visibility:hidden" size="0">2S</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_2S.png |caption=Best reference in the game
|image=DBFZ_TeenGohan_2S.png |caption=
|name=2S
|name=2S
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Downward Ki bomb that is treated like a generic Ki blast. The opponent can Super Dash through it and Reflect out of the block stun.
* A slow Ki blast that explodes only when it touches the ground. The explosion also has Ki blast property.
* On hit the opponent is carried to the ground where the explosion pops them up for a significant amount of time.
* Ki blast on the way down keeps grounded opponent standing, ground bounces airborne.
* Explosion always launches.
* [2]S leaps backward, 2S and 3S leaps forward.
* [2]S leaps backward, 2S and 3S leaps forward.
* Can be regular and jump cancelled on ground impact.
* 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.


Combo notations would 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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">6M</font> ======
====== <font style="visibility:hidden" size="0">6M</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_6M.png |caption=Dad's overhead
|image=DBFZ_TeenGohan_6M.png |caption=
|name=6M
|name=6M
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Universal overhead with Gohan's short reach.
* Universal overhead with short reach.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.L</font> ======
====== <font style="visibility:hidden" size="0">j.L</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_jL.png |caption=Demon Clan school of fighting
|image=DBFZ_TeenGohan_jL.png |caption=
|name=j.L
|name=j.L
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Mini sword normal jL.  
* Mini sword normal.
* The hitbox extends well past the hurtbox and is placed low.
* The hitbox extends well past the hurtbox and is placed low.
* Good for double overheads, fuzzies and cross-ups. Decent air-to-air with forward momentum.
* Good for double overheads, fuzzies and cross-ups. Decent air-to-air with forward momentum.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.M</font> ======
====== <font style="visibility:hidden" size="0">j.M</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_jM.png |caption=Swangin'
|image=DBFZ_TeenGohan_jM.png |caption=
|name=j.M
|name=j.M
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Range and active frames typical of a jL rather than a jM.
* 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.
* Better at hitting opponents above Gohan than jL.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.H</font> ======
====== <font style="visibility:hidden" size="0">j.H</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_jH.png |caption=Dad's dunk
|image=DBFZ_TeenGohan_jH.png |caption=
|name=j.H
|name=j.H
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* [] is on Smash hit.
* Similar range to Gohan's other air normals.
* The low reaching hitbox makes it a good button for air-to-ground, but it is difficult to use in cross ups or air-to-air.
* The low reaching hitbox makes it a good button for air-to-ground, but it is difficult to use in cross ups or air-to-air.
}}
}}
}}
}}


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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Generic Ki blasts. The opponent can Super Dash through it and Reflect out of the block stun.
* Hold or mash S to shoot all 4 Ki blasts.
* The fourth Ki blast pops the opponent up and back creating a small window for a follow up.
* First 3 hits keep grounded opponent standing. Fourth hit launches.
* Produces enough hitstun to combo with j2S.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.2H</font> ======
====== <font style="visibility:hidden" size="0">j.2H</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_j2H.png |caption=The Saiyan Standard
|image=DBFZ_TeenGohan_j2H.png |caption=
|name=j.2H
|name=j.2H
|data=
|data=
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* 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.
}}
}}
}}
}}


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


==Specials==
==Specials==
====== <font style="visibility:hidden" size="0">5-Hit Combo</font> ======
====== <font style="visibility:hidden" size="0">5-Hit Combo</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_FiveHitCombo.png |caption=Thank you, grandpa
|image=DBFZ_TeenGohan_FiveHitCombo.png |caption=LARIAT
|input=236L/M/H
|input=236L/M/H
|name=5-Hit Combo
|name=5-Hit Combo
Line 336: Line 302:
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{Description|8|text=
* 236L/M on hit can press L/M/H to follow up with side switching attacks.
}}
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Teen Gohan/Data|236L}}
{{#lsth:DBFZ/Teen Gohan/Data|236L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* A fast kick that covers roughly 40% of the screen.
* A fast kick that covers almost halfscreen.
* On hit press L/M/H to follow up with side switching attacks.
* Keeps grounded opponent standing.
* 236L and L followups keep the opponent in place if they're on the ground and will raise them vertically if they're airborne.
}}
* L finisher sends the opponent behind Gohan and will wallbounce if they reach the corner.
{{AttackVersion|name=M}}
* Builds 75% meter when completed.
{{#lsth:DBFZ/Teen Gohan/Data|236M}}
* Safe on block (-5). At the very edge of its range Gohan's frame advantage is (-1).
{{!}}-
* Unscaled combo starter.
{{Description|8|text=
}}
* 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.
}}
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Teen Gohan/Data|236H}}
{{!}}-
{{Description|8|text=
* 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.
}}
}}
 
====== <font style="visibility:hidden" size="0">5-Hit Combo Follow-Up 1-3</font> ======
{{MoveData
|image=DBFZ_TeenGohan_FiveHitCombo2.png |caption=
|input=5-Hit Combo L/M > L/M
|name=5-Hit Combo Follow-Up 1-3
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Teen Gohan/Data|236X > L}}
{{!}}-
{{!}}-
{{Description|8|text=
* Keeps grounded opponent in place if they're on the ground
* Gently knock away airborne opponent.
}}
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Teen Gohan/Data|236M}}
{{#lsth:DBFZ/Teen Gohan/Data|236X > M}}
{{!}}-
{{Description|8|text=
* Sends opponent far away into a weak wall bounce.
With proper timing 236M~LMLM will carry an opponent almost corner to corner. At closer ranges you do airdash Dragon Rush for a sliding knockdown.
}}
}}
 
====== <font style="visibility:hidden" size="0">5-Hit Combo Follow-Up 4</font> ======
{{MoveData
|image=DBFZ_TeenGohan_FiveHitCombo3.png |caption=
|input=5-Hit Combo Follow-Up 1-3 > L/M/H or 5-Hit Combo > H
|name=5-Hit Combo Follow-Up 1-3
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Gohan's pseudo-lariat covering 90% of the screen (thanks granddad).
* Sends the opponent behind Gohan. Smash hit corner bounces.
* On hit press L/M/H to follow up with side switching attacks.
}}
* 236M knocks the opponent away and M followups will launch them horizontally resulting in a weak wallbounce.
{{AttackVersion|name=M}}
* M finisher sends the opponent in front of Gohan and will wallbounce if they reach the corner.
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > M}}
* Builds 75% meter when completed.
** With proper timing 236M(L-M-L-M) will carry an opponent almost corner to corner. At closer ranges you can air dash and Dragon Rush for a sliding knockdown.
** If Smash has been spent you can still follow up an M finisher in the corner with jL, jM or j236L if the hitstun decay is intermediate.
** 236M(L-L-L-L) will combo with j2S for a Super Dash follow up midscreen.
** The first hit will combo with 5L or 5M at short or long range if Gohan travels into the corner.
* Only safe on block from long range, at the edge its (-1).
* Will cross over crouching opponents on block, except for big bodies.
* Unscaled combo starter.
This version will side switch on hit if Gohan is pushing up against a small and crouching character outside the corner. Unlikely but be aware.
}}
{{!}}-
{{!}}-
{{Description|8|text=
* Sends the opponent in front of Gohan. Smash hit corner bounces.
In the corner, non-Smash hit can link into air normals.
}}
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Teen Gohan/Data|236H}}
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* 236H also covers 90% of the screen.  
* Immediately ends the sequence, compound damage from unused followups. E.g. if there's 3 followups left, it will do 550*2, 700.
* On hit automatically performs all followups in rapid succession punctuated with an H finisher.
* Sends the opponent in front of Gohan. Smash hit wall bounces. can followup with Super Dash for sliding knockdown.
* H followup will immediately end 236L/M with an H finisher.
}}
* H finisher sends the opponent in front of Gohan. Will cause a wallbounce anywhere on the stage if Smash is available, setting up for a Super Dash into a jH sliding knockdown.
* Safe on block (-5), at the edge its (-1).
* Scaled combo starter.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Flying Kick</font> ======
====== <font style="visibility:hidden" size="0">Flying Kick</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_FlyingKick.png |caption= Lightning Legs!
|image=DBFZ_TeenGohan_FlyingKick.png |caption=Lightning Legs!
|input=j.236L/M/H
|input=j.236L/M/H
|name=Flying Kick
|name=Flying Kick
Line 389: Line 393:
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{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.
* Smash on the last hit.
}}
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Teen Gohan/Data|j.236L}}
{{#lsth:DBFZ/Teen Gohan/Data|j.236L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Hold down L, M or H after the attack has started 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.
* Immediately interrupts Gohan's air movement for a split second, starting a fall, but maintains all horizontal momentum.
* Very long landing recovery which can only be Super cancelled. Combos into both Supers at intermediate hitstun decay.
* Will always do a final kick right before landing.
* Very long landing recovery which can only be super cancelled. Will combo into both supers with intermediate hitstun decay.
* Safe on block (-5) despite the recovery.
* Safe on block (-5) despite the recovery.
* Scaled combo starter.
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}}
{{#lsth:DBFZ/Teen Gohan/Data|j.236M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Gohan performs kicks for a fixed amount of time. If he touches the opponent a full barrage is triggered.
* Performs 7 kicks, but on hit/block he will still do 7 more anyway.
* Imparts forward momentum equal to a forward jump during and after the animation.
* Always moves forward.
* On hit Gohan will not recover until landing.
* On hit, only recovers upon landing. Smash hit wall bounces, can link into 236M from midscreen.
* Will produce a weak wallbounce with long hitstun anywhere on the stage if Smash is available, which can be followed up on the ground by:
* On block, Gohan will reposition himself to a fixed height.
** 5L, 2L, 5M, 214L, and level 1 super in the corner.
Safe on block (-2), you can either sneak in a j.L before landing or backdash and reset to neutral.
** 5S, 236L and level 1 super near the corner.
}}
** 236M and level 3 super midscreen.
* On block will raise Gohan slightly. Recovers in time for a falling jL regardless of starting height.
* Safe on block enough (-2) to jump out or backdash.
* Unscaled combo starter.
}}
{{!}}-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Teen Gohan/Data|j.236H}}
{{#lsth:DBFZ/Teen Gohan/Data|j.236H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Similar to the M version but with more damage and longer duration on hit, block and whiff.
* Similar to M version but with 13 kicks.
* Has the same forward trajectory as the M version.
* On hit, recovers in the air. Smash hit causes a big wall bounce.
* Will cause a strong wallbounce with great knockback if Smash is available. Gohan recovers in the air setting up for a Super Dash into a jH sliding knockdown.
Plus on block (+2), but j.236H > j.L can still be 2H'd.
* Plus on block (+2), jL will beat 6f jabs (but not 2H start up).
}}
* Unscaled combo starter.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Super Dragon Flight</font> ======
====== <font style="visibility:hidden" size="0">Super Dragon Flight</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=Beats perfection every time
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=
|input=214L/M/H
|input=214L/M/H
|name=Super Dragon Flight
|name=Super Dragon Flight
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{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{Description|8|text=
* Smash on the first hit.
* On hit, there's a small window before he leaves the ground that can be cancelled into Supers.
}}
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Teen Gohan/Data|214L}}
{{#lsth:DBFZ/Teen Gohan/Data|214L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Gohan's anti-air DP, invincible frame 1-10 to aerial attacks.
* Frame 1 anti-air.
* Because of its anti-air invincibility and fast start up it can punish small gaps that 2H can't. For e.g. SSJ Vegeta's 236M-Vanish or Teen Gohan's 5LL-j236M.
Unscaled starter, a great punish for willy nilly Vanishes.  
* Can only be super cancelled.
}}
* Unscaled combo starter. Combine it with an assist or Vanish for decent combo damage.
}}
{{!}}-
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Teen Gohan/Data|214M}}
{{#lsth:DBFZ/Teen Gohan/Data|214M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Gohan's go-to DP, invincible frame 1-17.
* Frame 1 full invul.
* A much larger, higher and further-forward reaching punch. Launches opponents much harder than 214L.
}}
* Can only be super cancelled.
* Criminally underused.
* Highly scaled combo starter.
}}
{{!}}-
{{!}}-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
Line 462: Line 456:
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* A two-part DP attack, invincible frame 1-11.
* Frame 1 full invul.
* If blocked or whiffed Gohan will not perform the uppercut but will still have to deal with a long recovery. Gohan also won't uppercut if Smash has already been used.
* Smash hit performs the full uppercut. This uppercut can be Vanish cancelled.
* The first hit induces a uniquely prolonged stun state. The only way to make actual use of the stun is with a sparking empty Vanish.
* Gut punch crumples grounded opponent on Smash hit, launches them high up on non-Smash.
* On hit it can combo into level 1 and level 3 supers after landing.
}}
* Can only be super cancelled.
* Highly scaled combo starter.
}}
}}
}}


==Assist==
==Assist==
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=''"Daijoubu desu ka?"''
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=r u ok
|input=A1/A2
|input=A1/A2
|name=Super Dragon Flight
|name=Super Dragon Flight
Line 482: Line 473:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Gohan's 214M in Assist form, a DP on demand. Invincible frame 5-22.
* DP on demand.
* Gohan will only appear a short distance in front of the active character.
* The assist version has less hit stun, the opponent will recover right after reaching the apex of their trajectory.
* Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.
* Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.
* Remember to keep blocking when calling it defensively, Gohan's invincibility doesn't shield your active character.
}}
}}
}}
}}


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


====== <font style="visibility:hidden" size="0">Father-Son Kamehameha</font> ======
====== <font style="visibility:hidden" size="0">Father-Son Kamehameha</font> ======
{{MoveData
{{MoveData
|image=DBFZ_TeenGohan_FatherSonKamehameha.png |caption='''''"GOHAN SPEND THE METER!"'''''
|image=DBFZ_TeenGohan_FatherSonKamehameha.png |caption=
|image2=DBFZ_TeenGohan_FatherSonKamehameha2.png |caption2=''"But, dad, what if my team nee-"''
|image2=DBFZ_TeenGohan_FatherSonKamehameha2.png |caption2=
|image3=DBFZ_TeenGohan_FatherSonKamehamehaFullPower.png |caption3= '''''"NO! BIG DAMAGE GOHAN!"<br/> "BIG DAMAAAAAAAAAAAA-!!!"''''''
|image3=DBFZ_TeenGohan_FatherSonKamehamehaFullPower.png |caption3=Just like in the anime
|input=214L+M or 214H+S
|input=214L+M or 214H+S
|name=Father-Son Kamehameha  
|name=Father-Son Kamehameha  
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{{!}}-
{{!}}-
{{AttackVersion|name=Father-Son Kamehameha}}
{{AttackVersion|name=Father-Son Kamehameha}}
{{#lsth:DBFZ/Teen Gohan/Data|214HS}}
{{#lsth:DBFZ/Teen Gohan/Data|214LM}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Invincible frame 1-17.
* 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 start up (13) 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.
}}
}}
{{AttackVersion|name=Full Power|subtitle=Hold down any button on hit or clash}}
{{AttackVersion|name=Full Power|subtitle=Hold down any button on hit or clash}}
{{#lsth:DBFZ/Teen Gohan/Data|214[HS]}}
{{#lsth:DBFZ/Teen Gohan/Data|214[LM]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Minimum damage: 87*20, 55*20 (2840).
* Minimum damage: 87*20, 55*20 (2840).
* Not efficient but good for finishing opponents.
* Will defeat level 3 projectile supers in clashes.
* Weak oki. Gohan can maintain pressure at close range but nothing more.
* Weak oki. Gohan can maintain pressure at close range but nothing more.
By spending 2 additional Ki Gauges you get an extension where Gohan unleashes all his power just like in the anime. Allows you to finish characters that you otherwise couldn't making it a valuable team and solo asset. 
Not efficient but good for finishing opponents.
}}
}}
}}
}}


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{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Gohan]]
[[Category:Gohan]]

Revision as of 21:03, 15 October 2019

Son Gohan (Teen)
DBFZ Teen Gohan Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Defensive/Rushdown, Zoning, Power
Team Role
Any

Overview

Named in honor of his father's adoptive grandfather, Son Gohan (AKA Sun Wufan) is the firstborn son of Goku. Even as a young child, Gohan possessed hidden reservoirs of power that he could tap into when his anger is stoked. Young Gohan abhorred violence, but always came to the aid of his father and their friends when the need arose, eventually becoming the first to attain the state of Super Saiyan 2 during his battle against the villainous android Cell.

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

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

5L
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
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 12 -3 B1 - - - 5 - - - -
DBFZ TeenGohan 5L.png
  • Advances forward.

One of the better reaching first light normals.

5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 9 3 17+10L -4 B2 - - - 7 - - - -
DBFZ TeenGohan 5LL.png
  • Launches on hit.
  • Recovers in the air. In the corner where 2L doesn't whiff, 5LL can easily be used for high-low mixup.
  • Leaves Gohan high enough after the recovery to air dash over most crouching characters and cross them up.
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 13 4 Until L+3 -5 H4 - U3+ - 12 - - - -
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
  • Tracks vertically to almost super jump height and has long horizontal range.
  • On hit, can side switch midscreen by delaying follow ups.
  • Has head property.

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

5M
5M
DBFZ TeenGohan 5M.png
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 7 3 17 -3 B2 - - - 7 - - - -
DBFZ TeenGohan 5M.png


  • The shortest reaching 5M in the game but also has pretty good frame advantage.
  • Great for stagger pressure and hit confirms.
5H
5H
DBFZ TeenGohan 5H.png
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 15 6 18 -8 B4 - U1 - 12 - - - -
DBFZ TeenGohan 5H.png


  • Standard 5H.
5S
5S
DBFZ TeenGohan 5S.png
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×4 All 11 - 25 -4 P1 - - - 6×4 - - - -
DBFZ TeenGohan 5S.png


  • Hold or mash S to shoot all 4 Ki blasts.
  • Fourth hit launches.
2L
2L
DBFZ TeenGohan 2L.png
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 7 3 13 -4 F1 - - - 5 - - - -
DBFZ TeenGohan 2L.png


  • Very short range.
2M
2M
DBFZ TeenGohan 2M.png
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 11 12 12 -8 F2 - - - 7 - - - -
DBFZ TeenGohan 2M.png


  • 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 superior meaty.
2H
2H
DBFZ TeenGohan 2H.png
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 15 3 22+8L -17 B4 4-17 Head U1+ - 12 - - - -
DBFZ TeenGohan 2H.png


  • Airborne 2H.

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

2S
2S
DBFZ TeenGohan 2S.png
Template:AttackDataHeader-DBFZ
2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600, 700 All 27 - 20+6L +24 [+12] P1 - - - 6×2 - 24 [12] - -
DBFZ TeenGohan 2S.png
This is where the fun begins


  • A slow 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.
  • Explosion always launches.
  • [2]S leaps backward, 2S and 3S leaps forward.
  • 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
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L ±0 B3 - - - 12 - - - -
DBFZ TeenGohan jH.png


  • Universal overhead with short reach.
j.L
j.L
DBFZ TeenGohan jL.png
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 3 - - H1 - - - 5 - - - -
DBFZ TeenGohan jL.png


  • 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
j.M
DBFZ TeenGohan jM.png
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 9 3 - - H2 - - - 7 - - - -
DBFZ TeenGohan jM.png


  • 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
j.H
DBFZ TeenGohan jH.png
Template:AttackDataHeader-DBFZ
j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 13 3 - - H2 - D1+ [D3+] - 12 - - - -
DBFZ TeenGohan jH.png


  • 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
j.S
DBFZ TeenGohan jS.png
Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400×4 All 13 - +5L - P1 - - - 6×4 - - - -
DBFZ TeenGohan jS.png


  • Hold or mash S to shoot all 4 Ki blasts.
  • First 3 hits keep grounded opponent standing. Fourth hit launches.
j.2H
j.2H
DBFZ TeenGohan j2H.png
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 11 3 - - H3 - U1+ - 12 - - - -
DBFZ TeenGohan j2H.png


  • Typical air launcher.
  • Stops all air momentum and raises Gohan up and forward slightly.
j.2S
j.2S
DBFZ TeenGohan 2S.png
This is where the fun begins
Template:AttackDataHeader-DBFZ
j.2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600, 700 All 20 - +6L - P1 - - - 6×2 - - - -
DBFZ TeenGohan 2S.png


  • 2S but in the air.
  • j.[1]S leaps backward, j.1S and j.2S leaps forward.
  • Leaping forward keeps all momentum.

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

Specials

5-Hit Combo
5-Hit Combo
236L/M/H
DBFZ TeenGohan FiveHitCombo.png
LARIAT
Template:AttackDataHeader-DBFZ
  • 236L/M on hit can press L/M/H to follow up with side switching attacks.
L


236L
L 5-Hit Combo
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 11 6 16 -5 B - - - 15% 2 - - -
DBFZ TeenGohan FiveHitCombo.png
  • A fast kick that covers almost halfscreen.
  • Keeps grounded opponent standing.
M


236M
M 5-Hit Combo
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 13 11 16 -11 B - - - 15% 2 - - -
DBFZ TeenGohan FiveHitCombo.png
  • 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


236H
H 5-Hit Combo
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×4, 900 All 13 7 16 -5 B - U1+ - -50% 2 - - -
DBFZ TeenGohan FiveHitCombo.png
  • 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.
5-Hit Combo Follow-Up 1-3
5-Hit Combo Follow-Up 1-3
5-Hit Combo L/M > L/M
DBFZ TeenGohan FiveHitCombo2.png
Template:AttackDataHeader-DBFZ
L


236X > L
L 5-Hit Combo Follow-up 1-3
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 7 [8] - - -8 [-7] H 1-End of Active All - - 15% - - - -
Values in [ ] are for Follow-up 3
DBFZ TeenGohan FiveHitCombo2.pngDBFZ TeenGohan FiveHitCombo3.pngDBFZ TeenGohan FiveHitCombo4.png
  • Keeps grounded opponent in place if they're on the ground
  • Gently knock away airborne opponent.
M


236X > M
M 5-Hit Combo Follow-up 1-3
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 7 [8] - - -6 [-5] H 1-End of Active All - - 15% - - - -
Values in [ ] are for Follow-up 3
DBFZ TeenGohan FiveHitCombo2.pngDBFZ TeenGohan FiveHitCombo3.pngDBFZ TeenGohan FiveHitCombo4.png
  • Sends opponent far away into a weak wall bounce.

With proper timing 236M~LMLM will carry an opponent almost corner to corner. At closer ranges you do airdash Dragon Rush for a sliding knockdown.

5-Hit Combo Follow-Up 4
5-Hit Combo Follow-Up 1-3
5-Hit Combo Follow-Up 1-3 > L/M/H or 5-Hit Combo > H
DBFZ TeenGohan FiveHitCombo3.png
Template:AttackDataHeader-DBFZ
L


236X > X > L
L 5-Hit Combo Finisher
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 3 - - -15 H 1-End All U1 - 15% - - - -
DBFZ TeenGohan FiveHitCombo5.png
  • Sends the opponent behind Gohan. Smash hit corner bounces.
M


236X > X > M
M 5-Hit Combo Finisher
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 3 - - -15 H 1-End All U1 - 15% - - - -
DBFZ TeenGohan FiveHitCombo5.png
  • Sends the opponent in front of Gohan. Smash hit corner bounces.

In the corner, non-Smash hit can link into air normals.

H


236X > X > H
H 5-Hit Combo Finisher
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
550×0~3, 700 All 3 - - -17 H 1-End All U1+ - -50% - - - -
DBFZ TeenGohan FiveHitCombo5.png
  • 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. can followup with Super Dash for sliding knockdown.
Flying Kick
Flying Kick
j.236L/M/H
DBFZ TeenGohan FlyingKick.png
Lightning Legs!
Template:AttackDataHeader-DBFZ
  • Upon using, Gohan pauses for a split second and starts a fall. L version keeps all momentum, M and H always moves forward.
  • Smash on the last hit.
L


j.236L
L Flying Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
350×N All 7 {3(2)3}×N 11 -5 H1 - - - 5%×N - - - -
DBFZ TeenGohan FlyingKick.png
  • 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


j.236M
M Flying Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
80×7 / 80×7,600 All 16 {3(1)3}×6 10 -2 H1 - U1+ - 3×7 / 3×7,12 - - - -
DBFZ TeenGohan FlyingKick.png
  • Performs 7 kicks, but on hit/block he will still do 7 more anyway.
  • Always moves forward.
  • 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.

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

H


j.236H
H Flying Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
80×13 / 80×13,900 All 9 {3(1)3}×12 6 +1 H1 - U1+ - -50% - - - -
DBFZ TeenGohan FlyingKick.png
  • Similar to M version but with 13 kicks.
  • On hit, recovers in the air. Smash hit causes a big wall bounce.

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

Super Dragon Flight
Super Dragon Flight
214L/M/H
DBFZ TeenGohan SuperDragonFlight.png
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  • Smash on the first hit.
  • On hit, there's a small window before he leaves the ground that can be cancelled into Supers.
L


214L
L Super Dragon Flight
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 9 10 21+8L -28 B6 1-10 Head - - 12 - - - -
DBFZ TeenGohan SuperDragonFlight.png
  • Frame 1 anti-air.

Unscaled starter, a great punish for willy nilly Vanishes.

M


214M
M Super Dragon Flight
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1350 All 16 16 29+8L -41 B3 1-17 All U1+ - 12 - - - -
DBFZ TeenGohan SuperDragonFlight.png
  • Frame 1 full invul.
H


214H
H Super Dragon Flight
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 / 1000,200×6 All 9 3 29 -20 B5 1-11 All U1+ - -50% - - - -
DBFZ TeenGohan SuperDragonFlight.png
  • 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

Super Dragon Flight
A1/A2
DBFZ TeenGohan SuperDragonFlight.png
r u ok
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  • DP on demand.
  • Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.

Supers

Motionless Kamehameha
Motionless Kamehameha
236L+M or 236H+S
DBFZ TeenGohan MotionlessKamehameha.png
DBFZ TeenGohan MotionlessKamehameha2.png
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  • Minimum damage: 91*10 (910).
  • Drags the opponent down during the beam making it possible to chain into supers that are low to the ground.
  • Last hit launches.
Father-Son Kamehameha
Father-Son Kamehameha
214L+M or 214H+S
DBFZ TeenGohan FatherSonKamehameha.png
DBFZ TeenGohan FatherSonKamehameha2.png
DBFZ TeenGohan FatherSonKamehamehaFullPower.png
Just like in the anime
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Father-Son Kamehameha
  • 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
  • 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

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.

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