DBFZ/Teen Gohan/Combos

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Combo Notation Guide Character Name Abbreviations
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+DBL.png becomes 236L
> = Cancel into the next attack
, = Link the next attack after preceding move's recovery
|> or ▷ = After landing
jc = Jump cancel
hjc or sjc = High Jump cancel or Super Jump cancel
tk = Tiger Knee
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
[X] = Hold input X
]X[ = Release input X
(N) = Attack must deal N number of hits
{...}xN = Repeat ... N number of times
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
BDK = Bardock
BRS = Beerus
BRO = Broly
SBR = Broly (DBS)
GNY = Captain Ginyu
CEL = Cell
CLR = Cooler
FRZ = Frieza
GTA = Gogeta (SSGSS)
YGH = Gohan (Teen)
AGH = Gohan (Adult)
GKN = Goku
GKU = Goku (Super Saiyan)
BGK = Goku (SSGSS)
GUI = Goku (Ultra Instinct)
GTG = Goku (GT)
BLK = Goku Black
GTK = Gotenks
HIT = Hit
JNB = Janemba
JRN = Jiren
KEF = Kefla
KBU = Kid Buu
KRL = Krillin
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
TEN = Tien
TNK = Trunks
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
BVG = Vegeta (SSGSS)
VTO = Vegito (SSGSS)
VDL = Videl
YAM = Yamcha
ZAM = Zamasu (Fused)

Midscreen[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc > j.MLL2H > SD > j.MLL2H > jc.LLL ? ? All Basic universal solo combo that can be done anywhere on the screen. Gives a sliding knockdown for oki or super.
2M > 5M > sjc.LLS > j.2S > SD > j.LM > jc.LM > j.236M > 5L > 5M > sjc.LL2H > jc.LLL ? ? All Corner to Corner solo combo. Doesn't give a sliding knockdown.
2M > 5M > jc.MLL > jc.LLS > j.2S > delay SD > j.LH > j.236[L] ? ? All Smashless, assist extention/super ender friendly. This combo is your best friend.
2M > 5M > jc.M > jc.M > j.236M ▷ 236MMMMH > SD > j.LL2H > jc.LLL ? ? All Sliding knockdown combo thanks to the new H ender to 5-Hit Combo. Works from 0 bars even with raw 236M.
2M > 5M > jc.M > jc.M > j.236H ▷ 2M > 5M > jc.LL2H > jc.LLS > j.2S > SD > j.LH > j.236[L] ? ? All High damage EX Legs combo with decent corner carry.
... Vanish > 662M > 5M > jc.LL2H > jc.LLS > j.2S, j.2S > SD > j.LH > j.236[L] ? ? All Double bomb loop from a vanish.
SD > j.LL > j.236M ▷ 236MMMML > Vanish > j.DR ? +.2 All Technically meterless solo sliding knockdown from a superdash. Still meter positive somehow.

Notes[edit]

Gohan's main goal is to get to the corner, because that's where his main damage comes from. Keep in mind that bombs start to get less and less reliable as you get closer to the corner.

Corner[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.M > jc.M[S] > j.236M ▷ 2L > 5H > SD > j.LH > j.236[L] ? ? All Assist/super-friendly corner combo. No sliding knockdown, but j.236L has more than enough hitstun to combo into either super.
... 2L > 5H > SD > j.dl~MH > j.236[L] ? ? All Alternate hard ender, typically not worth the trouble.
2M > 5M > jc.M > jc.M[S] > j.236M ▷ 2L > 5S (4) > 5H > 236MLLLM > j.LL2H > jc.LLL ? ? All 236M link combo, no sliding knockdown.
2M > 5M > jc.M > jc.M[S] > j.236M ▷ 2L > 5S (4) > 5H > 236MMMML > vanish > DR ? ? All Dragon rush ender combo, can slide knockdown or snap.
2M > delay 5M > 236MMMLL > air backdash > [j.2S]*3 > 5H ... ? ? All Back-to-corner bomb loops.

Notes[edit]

Gohan's corner combos benefit greatly from assists because he typically doesn't get sliding knockdowns without spending meter or losing a ton of damage. Having assists opens up the door for his massive damage combos and helps keep his momentum.

Sparking[edit]

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 214L > Sparking! > 662S, j.3S > airdash j.3S > SD ... Anywhere ? ? All Smashless starter into triple bombs. Really easy to do with the dash macro because holding [3] gives you the forward bombs, the airdash cancel still works while holding [3], and 3H+S still gives superdash after the third bomb. Turn off that ol brain.
2M > 5M > jc.LL[S] > airdash j.LL[S] > j.236M ... Corner ? ? All Meter gain route, not all that helpful because if you have Sparking as Teen Gohan you're doing a ToD and nothing else.
... 236MMMML > [Vanish] > j.1S > [j.2S]*n ... Corner ? ? All Bomb loops! While this isn't the only way to set them up, it is the easiest and the damage is definitely worth it.

Notes[edit]

Gohan benefits mostly from the damage bonus of Sparking. Airdash cancelling Bombs is pretty cool, but it's hard to use because they're so slow.

Assist[edit]

Combo Position Damage Meter Gain Works on: Difficulty Notes
... j.236[L] > Assist > superjump > j.M2H > SD > j.MLL2H > j.LLL Anywhere ? ? All Basic assist extension. You'll be using this a lot.
... j.236[L] > Assist > 3S > j.3S > 236MMMMM ... Anywhere ? ? All Alternate assist extension, works with fewer assists than the first combo.
2M > 5M > jc.LLS > j.2S > SD > j.LLS > j.2S > Assist ... Anywhere ? ? All Smashless assist combo that utilizes more bombs.
... j.236[L] > Assist > DR > 214L > 236L+M Corner ? ? All Basic assist combo extension into super. 214L launches too high to convert into 214L+M.
... j.236[L] > Assist > 1S > j.DR Corner ? ? All Interesting combo with a Bomb > DR link. Better to use when routing into his lvl3 because 214L > 214L+M doesn't work.

Notes[edit]

j.236[L] is Gohan's defining combo extension move. j.H is useful higher up, but most of your combos will keep you relatively close to the ground. Route into it as much as possible.

Combo Theory[edit]

Teen Gohan can't combo his level 1 super (Motionless Kamehameha) unless he's either in the corner or uses an assist or wall bounce. Using the wall bounce of vanish will usually work, but if you're too high the opponent will tech out before Gohan reaches the ground. Level 3 however (Father-son Kamehameha) will combo from any sliding knockdown.

Video Examples[edit]

Teen Gohan BnB combos by KuwangerLR:

Navigation[edit]


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