* 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.
* Unique combo structure with a profound learning curve.
* His best combos don't end with sliding knockdown without spending extra resources.
* His best combos don't end with sliding knockdown without spending extra resources.
* Needs assists to function well: combo routes, 50/50s, and neutral.
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Revision as of 20:50, 10 December 2019
Son Gohan (Teen)
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.
5LLL.
Stubby limbs that equal short-ranged normals require strong spacing awareness in neutral.
His best combos don't end with sliding knockdown without spending extra resources.
Needs assists to function well: combo routes, 50/50s, and neutral.
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.
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.
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.
236L/M on hit can press L/M/H for extra attacks. Each followup switches sides.
Doesn't have Head property.
L
236LL 5-Hit Combospecial
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
-
-
-
Reaches almost halfscreen.
Keeps grounded opponent standing.
M
236MM 5-Hit Combospecial
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
-
-
-
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
236HH 5-Hit Combospecial
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
-
-
-
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.
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
236X > MM 5-Hit Combo Follow-up 1-3special
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
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
5-Hit Combo Follow-Up 4 5-Hit Combo Follow-Up 1-3 > L/M/H or 5-Hit Combo > H
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.