Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Defensive/Rushdown, Zoning, 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
Some of the highest damage potential in the game, solo and extended.
A passive strength: Though the fact T. Gohan is small, hard to hit and cannot be fuzzied is a great asset.
One of few characters with unscaled (minimum damage proration) specials allowing for versatile approaches to high damage combos, including ToDs.
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.
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.
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.
Pressure relies heavily on speed and conditioning when assists are not available.
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).
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.
A fast kick that covers roughly 40% of the screen.
On hit press L/M/H to follow up with side switching attacks.
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.
Builds 75% meter when completed.
Safe on block (-5). At the very edge of its range Gohan's frame advantage is (-1).
Unscaled combo starter.
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 pseudo-lariat covering 90% of the screen (thanks granddad).
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.
M finisher sends the opponent in front of Gohan and will wallbounce if they reach the corner.
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.
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
-
-
-
236H also covers 90% of the screen.
On hit automatically performs all followups in rapid succession punctuated with an H finisher.
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.
Hold down L, M or H after the attack has started 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.
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.
Scaled combo starter.
M
j.236MM Flying Kickspecial
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
-
-
-
-
Gohan performs kicks for a fixed amount of time. If he touches the opponent a full barrage is triggered.
Imparts forward momentum equal to a forward jump during and after the animation.
On hit Gohan will not recover until landing.
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:
5L, 2L, 5M, 214L, and level 1 super in the corner.
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.
H
j.236HH Flying Kickspecial
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%
-
-
-
-
Similar to the M version but with more damage and longer duration on hit, block and whiff.
Has the same forward trajectory as the M version.
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), jL will beat 6f jabs (but not 2H start up).
Gohan's anti-air DP, invincible frame 1-10 to aerial attacks.
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.
Can only be super cancelled.
Unscaled combo starter. Combine it with an assist or Vanish for decent combo damage.
M
214MM Super Dragon Flightspecial
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
-
-
-
-
Gohan's go-to DP, invincible frame 1-17.
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.
H
214HH Super Dragon Flightspecial
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%
-
-
-
-
A two-part DP attack, invincible frame 1-11.
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.
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.
On hit it can combo into level 1 and level 3 supers after landing.
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.
Full Power Hold down any button on hit or clash
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.
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.
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.