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 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
Has very strong corner carry from almost any hit due to bomb loops leading to corner-to-corner combos.
Can turn the tide of any situation once he gets a hit in.
Has some of the highest damage potential in the game (solo too).
Is one of the few characters in the game that has max scaling (minimum proration) on his special moves allowing for a unique and versatile approach on his TODs (Touch of Death combos)
Is able to side-swap during combos at will to put the opponent back into the corner allowing for incredible damage.
Has access to incredibly strong gapless 50/50s with EX Legs.
Has a meterless reversal DP (having a meterless reversal can help a lot due to the offensive nature of this game).
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 Point 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 as well as using it for Snapback.
Is one of the few characters that has one of the fastest projectiles in the game (5S - 11f) resulting in the character having a strong presence when it comes to zoning on the ground.
Has a Piccolo Sword j.L so air-to-air scenarios are rarely a problem (the same goes for dealing with Super Dash).
As of the new Season 2 Patch he can easily combo into LV1/LV3 without the use of an assist.
Stubby limbs that equal short-ranged normals and projectiles that can be super dashed through give him trouble in neutral at times.
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.
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.
Generally needs an assist to approach.
In rare cases it can still be difficult to use Motionless Kamehameha due to its angle of fire
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
5LLnormal
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
-
-
-
-
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
5LLLnormal
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
-
-
-
-
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.
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.
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
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
-
-
-
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
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
-
-
-
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.
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.
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
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.
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.