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Gohan's Level 3. Hits full screen and has a lot of vertical reach as well. A lot slower than most Lv3 beams thus it is easy to whiff as a combo ender.
Gohan's Level 3. Hits full screen and has a lot of vertical reach as well. A lot slower than most Lv3 beams thus it is easy to whiff as a combo ender.
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{{AttackVersion|name=Full Power}}
{{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[HS]}}
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Revision as of 17:39, 1 March 2019

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

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 and mix-up options with an overwhelming strength that can subdue careless opponents quickly.

Strengths/Weaknesses

Strengths Weaknesses
  • Has very strong corner carry from almost any hit due to bomb loops leading to corner-to-corner combos.
  • Has some of the highest damage potential in the game (solo too).
  • Has a meterless reversal DP (having a meterless reversal in this game is a big deal).
  • Has some of the highest minimum damage on his LV1 in the game 2nd only to Tien as well as a very damaging Level 3.
  • Extremely high meter gain from specials making even combos that use meter, meter positive; makes him a potentially-powerful anchor as well as an insane battery.
  • The only character in the game with a lethal Level 5 in terms of damage.
  • Decent assist, good for popping characters up during combos
  • Stubby limbs that equal short-ranged normals and projectiles that can be super dashed through give him a weak neutral game overall.
  • Has some tricky blockstrings to get the hang of at first, especially in breaking the habit to use 5LL as it launches Gohan up in the air and basically stops all of your pressure right then and there.
  • Due to the nature of his pressure, his honesty in terms of having to condition to get things going can be seen as a drawback.
  • Requires K. Buu Assist/Specific scenarios (for e.g. Snapback) for any sort of un-reactable mixup.
  • Generally needs an assist to approach.
  • Can be difficult to use in DHCs because of Motionless Kamehameha's angle of fire.


Normals

5L
5L
DBFZ TeenGohan 5L.png
DBFZ TeenGohan 5LL.png
DBFZ TeenGohan 5LLL.png
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
  • One of the better reaching first Light normals among the cast.
  • Pushes Gohan forward slightly, giving it more reach than most others who remain stationary on their first Light attack.
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
  • Leaps really high with a jump kick, high enough to airdash over crouching enemies (except Broly) and cross them up.
  • Has enough time and height to double jump, airdash and attempt an overhead Light on the way down (with precise timing, Gohan can combo j.L > 5L solo).
  • On block, Gohan has a window of opportunity to 5LLL, j.5S, j.2S, Flying Kick, Super Dash, Vanish, Change.
  • On hit, it props the opponent up in the air for a good length of time, allowing for a few airborne followups.
  • Adds to every follow-ups ~10 extra frames of landing recovery, this means 5LL cannot be used for high-low mixups.
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
  • Skywards launcher, Gohan has no followup except a Super Dash.
  • Switches sides on hit except in the corner. However, mashing the followup Super Dash will still keep him same side.
  • Delaying 5LLL can give Gohan even greater height from the 5LL, allowing him to potentially kick over a crouch blocking opponent and get on the other side.
  • Has head property meaning the opponent can 2H a delayed 5LLL.
  • On block, Gohan can follow up with Flying Kick, Super Dash, Vanish or Change.
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


  • A surprisingly safe, but otherwise unremarkable Medium; one of the shorter-reaching 5M normals among the cast.
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


  • Fairly average Heavy attack, nothing special.
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


  • Generic Ki blasts, can be super dashed through or reflected during blockstun.
  • Fourth hit pops the opponent in the air, can confirm into Medium 5-Hit Combo from its near maximum range.
  • At closer range, L and M 5-Hit Combo can be confirmed into from any of the four Ki blasts.
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


  • Extremely short range low attack.
  • Its range is helped a bit if you start with 5L to get some forward motion.
  • Be careful when using this in pressure however as 2L > 2L will push Gohan back quite a lot.
2M
2M
DBFZ TeenGohan 2M.png
The baseball slide. Might come in handy in his later years.
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 above average ground coverage.
  • Gohan's 2M inherits more forward momentum from a forward dash than most other characters, giving it deceptively greater range.
2H
2H
DBFZ TeenGohan 2H.png
SHORYUKEN
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


  • Launcher that lifts Gohan off of the ground and has a long recovery, leaving him extremely vulnerable.
  • However, it does lift him just high enough that there is a sizable window in which many low normals may whiff under him.
2S
2S
DBFZ TeenGohan 2S.png
"The human body is composed of 70% water... I am 100% DEATH! HAVE SOOOME!"
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


  • 1S or [2]S leap Gohan backwards before throwing the Ki Bomb, 3S or tap 2S leap forwards.
  • Is treated like a generic Ki blast meaning opponents can super dash through the projectile.
  • If the projectile hits, the opponent will be carried by the projectile towards the point of the explosion.
  • The explosion pops up the opponent long enough that Gohan can hit confirm with a variety of attacks.
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


  • A typical overhead, with Gohan's extremely 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


  • Short and stumpy, like the rest of Gohan's air normals. They only have a use during combos. Gohan won't be winning any air battles with them.
  • Next to impossible to use as a crossup, extremely difficult to land on crouching opponents unless you time it perfectly.
  • It does however have a hitbox past the actual move (visually) so in some cases it may be useful.
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


  • Short and stumpy, like the rest of Gohan's air normals.
  • jM requires very specific spacing to work as a crossup, and is extremely difficult to land on crouching opponents in the first place unless you time it perfectly.
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


  • [] is on Smash hit.
  • Short and stumpy, like the rest of Gohan's air normals.
  • j.H isn't going to work as a crossup, but it works just fine as an Instant Airdash overhead.
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


  • As generic Ki blasts, they can be ignored by a super dash and reflected during blockstun.
  • The fourth Ki blast pops up the opponent, allowing for very few followups depending on your distance and position on the stage.
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


  • The typical air launcher.
j.2S
j.2S
DBFZ TeenGohan 2S.png
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


  • j.1S moves Gohan backwards before throwing the Ki Bomb, j.2S and j.3S has Gohan leap forwards.
  • Is treated like a generic Ki blast, opponents can super dash through the projectile.
  • If the projectile hits, the opponent will be carried by the projectile towards the point of the explosion.
  • The explosion pops up the opponent long enough that Gohan can hit confirm with a Super Dash all the way from full screen.

Specials

5-Hit Combo
5-Hit Combo
236L/M/H
DBFZ TeenGohan FiveHitCombo.png
"Bitch Move."
Template:AttackDataHeader-DBFZ
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 roughly 40% of fullscreen distance.
  • On hit, press L/M/H to follow up with four more side switching attacks.
  • Pressing L will do L followups, M/H will do M followups.
  • 236L and L followups keep the opponent in place if they're on the ground, push them slightly away if they're in the air.
  • L fifth hit sends the opponent behind Gohan, and will wallbounce if reaches the corner.
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
  • Gohan's longest reaching physical attack, covering roughly 80% of the screen.
  • 236M knocks the opponent away, but M followups kick them with strong force that will result in a weak wallbounce.
  • M fifth hit sends the opponent in front of Gohan, and will wallbounce if reaches the corner.
  • With proper timing between button presses, Gohan can carry an opponent across more than 70% of the whole stage length and get them in the corner.
  • On block will cause Gohan to cross sides over the opponent, with the exception of NOT crossing over big characters like Cell and 16 unless they are crouching.
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
  • In between L and M versions, covers about 60% of the screen.
  • On hit, automatically performs all followups in rapid succession.
  • 236H and H followups knock opponent slightly away like L version, but carry them up into the air like M version.
  • H fifth hit sends the opponent in front of Gohan, causes a wallbounce anywhere on the stage, setting up for a super dash.
  • On block will cause Gohan to cross sides over the opponent, with the exception of NOT crossing over big characters like Cell and 16 unless they are crouching.

M and H version on hit can sometimes switch sides. This can only be done on small characters, when they are outside of the corner, AND requires you to be at their faces. Not something you can do intentionally in a match, but should be on the lookout for.

Flying Kick
Flying Kick
j.236L/M/H
DBFZ TeenGohan FlyingKick.png
Lightning Legs!
Template:AttackDataHeader-DBFZ
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
  • Can be used to extend pressure with the use of an assist. Interrupts Gohan's air movement momentarily, delaying his fall.
  • Hold down L to continue to kick indefinitely until landing. Performs 3 kicks at minimum.
  • Light Flying Kick inherits the trajectory of Gohan's last jump, super-jump or airdash.
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
  • Gohan performs kicks for a short while or until he makes contact with the opponent, he will always deliver the full damage on hit.
  • Builds roughly 60% of one bar on hit, and 25% of one on block, making it great for charging meter quickly.
  • Medium Flying Kick always sends Gohan forwards, similar to a Light kick with a normal forward jump.
  • Will cause a weak wallbounce anywhere on the stage, can only be followed up with a fast normal in the corner, or a Vanish if fullscreen.
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 the Medium version, will deliver the full barrage of kicks on hit, but the Heavy version kicks at the air for much longer.
  • Has the same forward trajectory as the Medium version.
  • Causes a strong wallbounce with greater knockback, allowing for more followups midscreen.
  • Only plus if done as low as possible. When canceled into from 5LL, 5LLL, or 2H into j.236H it is minus.
Super Dragon Flight
Super Dragon Flight
214L/M/H
DBFZ TeenGohan SuperDragonFlight.png
"You forgot your water wings."
Template:AttackDataHeader-DBFZ
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
  • Gohan's anti-air. In some cases it is better to use this in conjunction with an assist or Vanish for pretty big damage.
  • A fast but not fully invul DP. It is frame 1 invincible from head attribute which makes this an amazing anti-air.
  • As it is head invincible from f1 this anti-air DP can punish strings with small gaps that a 2H can't. For e.g. SSJ Vegeta's 236M > Vanish.
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
  • Invincible 1-17.
  • A much larger, higher and further-forward reaching punch.
  • Gohan's go-to DP.
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
  • Invincible 1-11.
  • A two-part attack. Gohan first attacks with a bodyblow before performing the uppercut.
  • If the first punch is blocked or whiffs, Gohan will not perform the uppercut and is extremely negative on block.
  • If the opponent is not on or close enough to the ground, Gohan may not perform the uppercut even if the first attack hits.

Assist

Super Dragon Flight
A1/A2
DBFZ TeenGohan SuperDragonFlight.png
Template:AttackDataHeader-DBFZ
  • Invincible 5-22.
  • Gohan's Medium Dragon Flight in Assist form, a DP on demand.
  • As a defensive tool, while Gohan may be invincible after teleporting in, your active character is not. Keep blocking if you wish to use Gohan to intercept.
  • The Assist version allows the opponent to recover at the very apex of the launch, even sooner than if Gohan were the active character, so follow up immediately.
  • Gohan will only appear a short distance in front of the active character, so it is difficult to put it to use outside of a few situations where you are point blank with the opponent.

Supers

Motionless Kamehameha
Motionless Kamehameha
236L+M or 236H+S
DBFZ TeenGohan MotionlessKamehameha.png
"Really?"
DBFZ TeenGohan MotionlessKamehameha2.png
"HAAAAAAAAAAAAAAAA!!!"
Template:AttackDataHeader-DBFZ
  • Invincible 9-20.
  • Minimum damage is 91*10.
  • One of the highest damaging level 1 super.
  • Enable double supers for a few characters (e.g. Vegito).

Gohan fires a Kamehameha diagonally upward. Because this can only be used on the ground and the angle it hits at, you'll need combo into it off of very specific things

Father-Son Kamehameha
Father-Son Kamehameha
214L+M or 214H+S
DBFZ TeenGohan FatherSonKamehameha.png
"Dad, I'm gonna go all out!"
DBFZ TeenGohan FatherSonKamehameha2.png
"Now, plant your feet, grit your teeth..."
DBFZ TeenGohan FatherSonKamehamehaFullPower.png
"And eat... that... HORSE!!!"
Template:AttackDataHeader-DBFZ
Father-Son Kamehameha
  • Invincible frame 1.

Gohan's Level 3. Hits full screen and has a lot of vertical reach as well. A lot slower than most Lv3 beams thus it is easy to whiff as a combo ender.

Full Power
Hold down any button on hit or clash
  • Costs an additional 2 Ki gauges so you'll need 5 meters altogether.
  • Good for extra damage to kill a near dead opponent.
  • Minimum damage for the entire super is 87*20, 55*20.

By spending an extra 2 Ki Gauge, you get an extension on the regular Father-Son Kamehameha where Gohan puts all his power into the blast just like he did in the anime. It costs more meters but can be very good to get that extra damage to kill a character at the end of a combo.

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.

Template:Navbar-DBFZ