DBFZ/Teen Gohan

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Overview[edit]
Template-info.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview

Contrary to popular belief, Teen Gohan is a rather advanced character with stubby normals and deceptively good neutral. Teen Gohan's goal is to get in the opponent's face using his myriad of specials and make them block Flying Kick, leaving Teen Gohan airborne to enable his fast mix-ups and pressure. Teen Gohan has very high damage and several combo opportunities thanks to his j.2/3S bombs, giving him loops and crazy corner carry. You'll be in awe at Teen Gohan's ability to drag the opponent from corner-to-corner while taking half their health in the process. Although he can struggle at the long range, Teen Gohan has above-average ki blasts, a lariat in 5-Hit-Combo to close gaps, and most importantly, his notorious heat-seeking missile of an autocombo to immediately make the opponent block.

Although Teen Gohan players have a unfortunate reputation for being brainless for abusing his autocombo and nothing else, the character itself is quite the opposite. Teen Gohan asks for a lot of execution to unlock his absurd damage potential, and a big part of his kit requires the player to know when and how to get in. If you desrire a creative and very high execution character with remarkably powerful tools, there are few better answers than Teen Gohan.


"I don't really like to fight, but sometimes victory is the only option!"
Lore:Named in honor of his father's adoptive grandfather, Son Gohan/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.
Voice:Japanese: Masako Nozawa English: Colleen Clinkenbeard
Playstyle
DBFZ Teen Gohan Icon.png Teen Gohan is a relentless fighter who makes up for his lack of range with explosive damage and mix-ups that subdue opponents quickly.
Pros Cons
  • Autocombo: Famously possesses the best 5LLL set in the game due to its functionality, versatility, mix-ups, and sheer range.
  • Power: Boasts some of the highest damaging and flexible combos in the game along with excellent corner carry using bomb loops, and extremely high meter gain.
  • Mix-ups: Autocombo/2H sets up 50/50s using medium or heavy Flying Kick when paired with an assist, and has amazing left-right pressure with IAD j.L.
  • Reversal: Super Dragon Flight is a DP in a game where meterless reversals are few and far between. The light version is an unscaled anti-air that starts TODs.
  • Ground Game: 5S are very fast ki blasts, 5LLL can anti-air opponents, and Teen Gohan also has a lariat in 5-Hit Combo that can lead to big damage.
  • Short Reach: Stubby normals (all except for 5LLL) require strong spacing awareness in neutral, and Gohan also lacks a beam property move.
  • Aerial Game: His j.S has a bad angle, and j.236X can only be used defensively.
  • Needy: Needs assists for combo routes, 50/50s, and neutral in general.

Normal Moves[edit]

5L[edit]

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 12 -3 -
5LL 700 All - 9 3 17+10L -4 -
5LLL 1000 All U3+ 13 4 Until L+3 -5 -

[edit]

  • Advances forward.

Good reach for a 5L, will catch opponents after a blocked superdash.


  • Launches on hit.
  • 5LL recovers in the air. Leaves Gohan high enough after the recovery to airdash over most crouching characters and cross them up.

  • Tracks vertically to almost super jump height and has long horizontal range.
  • On hit, can sides switch mid-screen by delaying follow-ups.
  • Has head property.
  • On hit, slightly delaying superdash lets you switch sides.

Teen Gohan's infamous autocombo ender. This is a very useful tool in neutral, as delaying the hits will allow Gohan to float up further and catch opponents. Typically crosses up opponents trying to IAD over Gohan as well.

If blocked on the ground, Gohan can go straight into 236M or 236H for pressure. If blocked in the air, 236L after will lock the opponent and follow them all the way down to the ground, where Gohan is still plus and can continue a blockstring after this.


5M[edit]

5H[edit]

5S[edit]

2L[edit]

2M[edit]

2H[edit]

2S[edit]

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
600, 700 All - 32 - 20+6L - -

[edit]

  • 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.

6M[edit]

j.L[edit]

j.M[edit]

j.H[edit]

j.S[edit]

j.2H[edit]

j.2S[edit]

Special Moves[edit]

5-Hit Combo[edit]

236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 500 All - 11 6 16 -5 -
M 500 All - 13 11 16 -11 -
H 300*4, 900 All U1+ 13 7 16 -5 -

[edit]

  • 236L/M on hit can press L/M/H for extra attacks. Each followup switches sides.
  • Doesn't have Head property.
  • All versions become more advantageous the further Gohan is, up to -1 on block at max range.

  • 236L reaches almost halfscreen.
  • Keeps grounded opponent standing.

  • 236M 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.


  • 236H is a tiny bit shorter than 236M.
  • On hit, automatically performs all followups. Stays same side, Smash on the last hit.
  • Smash hit wall splats, 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[edit]

5-Hit Combo L/M > L/M

5-Hit Combo Follow-up 4[edit]

5-Hit Combo L/M > H or 5-Hit Combo Follow-up 1-2 > H or 5-Hit Combo Follow-up 3 > L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 700 All U1 3 - - - -
M 700 All U1 3 - - - -
H 550*3, 700 All U1+ 3 - - - -

[edit]

  • L sends the opponent behind Gohan.
  • Smash hit corner splats.

  • M sends the opponent in front of Gohan.
  • Smash hit corner splats.

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 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 splats 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[edit]

j.236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 350*N All - 7 {3(2)3}*N 11 -5 -
M 80*7 / 80*7,600 All U1+ 16 {3(1)3}*6 10 -2 -
H 80*13 / 80*13,900 All U1+ 9 {3(1)3}*12 6 +1 -

[edit]

  • Upon using, Gohan pauses for a split second and starts a fall. L version keeps all momentum, M and H always moves forward.

236L
  • 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.

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.


236M
  • Performs 7 kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.
  • Smash on the last hit. Smash hit wall splats, can link into 236M from midscreen.
  • Scales like a medium starter.
  • On hit, only recovers upon landing.
  • On block, Gohan will reposition himself to a fixed height.
  • Removes all other added landing recovery.

Safe on block, you can either backdash to reset to neutral or sneak in a risky j.L that can be anti-aired. With Smash, this lets you link a 5-Hit Combo midscreen and a 2L in the corner for combo extensions.


236H
  • Similar to M version but with 13 kicks.
  • On hit, recovers in the air. Smash hit wall bounces.
  • Removes all other added landing recovery.

Plus on block, is a safejump set-up with j.L, and combos into 2M mid-screen for big damage.


Super Dragon Flight[edit]

214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 1000 All - 9 10 21+8 -28 1-10 Head
M 1350 All U1+ 16 16 29+8 -41 1-17 All
H 1000 / 1000,200*6 All U1+ 9 3 29 -20 1-11 All

[edit]

  • The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded.

  • L version has frame 1 anti-air.

Unscaled starter, devastating punish for any airborne shenanigans and a common TOD starter.


  • M version has frame 1 full invul.
  • Smash 5MMM can wall bounce.

  • H version has frame 1 full invul.
  • Smash hit performs the full uppercut.
  • Gut punch crumples grounded opponent on Smash hit, launches them high up on non-Smash.


Z Assists[edit]

Assist A[edit]

Super Dragon Flight

Assist B[edit]

Masendan

Assist C[edit]

Flying Kick

Super Moves[edit]

Motionless Kamehameha[edit]

236L+M or 236H+S


Father-Son Kamehameha[edit]

214L+M or 214H+S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Father-Son Kamehameha 230*20 All UDV 13+3 82 51 -34 1-11 All
Full Power
Hold L/M/H/S on hit or clash
110*20 All UDV 2+0 78 99 - 1-End All

[edit]

  • 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. Limited to use on the ground, which makes comboing into it difficult if you've already used your vanish in some cases. Almost always works out of j.236[L], but will drop in high hitstun decay due to how slow it is.


  • Minimum damage: 87*20, 55*20 (2840).
  • Weak oki. Gohan can maintain pressure at close range but nothing more.

The Full Power followup is not efficient but good for finishing opponents. Enables some ToD's and is completely unfair in Limit Break.

External References[edit]

Navigation[edit]


Ambox notice.png 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.