DBFZ/Teen Gohan

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< DBFZ
Revision as of 15:26, 17 October 2019 by Kaiokek (talk | contribs) (→‎5L)
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 5L.

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. Leaves Gohan high enough after the recovery to airdash 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 sides switch midscreen by delaying followups.
  • Has head property.
  • If you stop the blockstring here, 5LLL won't receive landing recovery from 5LL.

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

5M
5M
DBFZ TeenGohan 5M.png
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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
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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
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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
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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
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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 great meaty.
2H
2H
DBFZ TeenGohan 2H.png
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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.

2S2
2S
DBFZ TeenGohan 2S.png
This is where the fun begins
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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


  • 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 leaps 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
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
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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
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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
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5LLLLLLL
j.H


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
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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
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.

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

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 for extra attacks. Each followup switches sides.
  • Doesn't have Head property.
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
  • Reaches 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.

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

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 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 > 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.

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
DBFZ TeenGohan FiveHitCombo3.png
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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, Smash hit can link into j.DR, non-Smash hit can link into j.L, j.M and j.236L/H.

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 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
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 until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.
  • On hit, only recovers upon landing. Smash hit wall bounces, can link into 236M from midscreen.
  • 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
Template:AttackDataHeader-DBFZ
  • Smash on the first hit.
  • The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded.
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.
  • 5MMM version causes a big corner bounces.
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
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • 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
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
Template:AttackDataHeader-DBFZ
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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