DBFZ/Teen Gohan: Difference between revisions

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|name=5-Hit Combo Follow-up 4
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|input=5-Hit Combo (1-2) > H or 5-Hit Combo 3 > L/M/H
|input=L/M 5-Hit Combo (1-2) > H or 5-Hit Combo 3 > L/M/H
|image=DBFZ_TeenGohan_FiveHitCombo5.png |caption=
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Revision as of 19:42, 26 May 2020

Gohan (Teen)
DBFZ Teen Gohan Portrait.png
Play-style Rushdown, Pressure, Mix-up
Team Role Point

Overview

"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. (Name trivia: Name is a pun on the Japanese word "Gohan", meaning "rice", or a general term for food.)
Voice:Japanese: Masako Nozawa English: Colleen Clinkenbeard

Playstyle

 Teen Gohan  Teen Gohan is a defensive fighter who makes up for his lack of range with explosive damage output and oppressive mix-ups that can subdue careless opponents quickly.

Pros
Cons
  • The best autocombo in the game.
  • Some of the highest damage potential in the game.
  • Flying Kick is a fantastic special move that's great in combos and can create 50/50s on demand when paired with an assist.
  • Super Dragon Flight is both a great anti-air and an invulnerable move for escaping pressure.
  • Amazing left-right mixup.
  • Great and fast grounded ki-blasts.
  • Very high meter gain.
  • Very good corner carry due to bomb loop combos.
  • Assist A is good for vertical neutral control, Assist B is good for combos and baiting super dash, and Assist C is also good for combos and lockdown pressure when blocked.
  • The full 5-Hit Combo's medium and heavy version set-up for a solo snapback at the corner.
  • Supers are among the highest damaging in the game.
  • Stubby normals (all except for 5LLL) require strong spacing awareness in neutral.
  • Lacks a beam property move.
  • Limited offensive options in the air. His air Ki Blast doesn't have a great angle for offense.
  • Optimal combo routes don't end in sliding knockdown without spending extra resources.
  • Needs assists to function well: combo routes, 50/50s, and general neutral.


Normal Moves

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
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5L
  • Advances forward.

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

5LL
  • 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
  • Tracks vertically to almost super jump height and has long horizontal range.
  • On hit, can sides switch midscreen by delaying followups.
  • Has head property.

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

5M
5M
DBFZ TeenGohan 5M.png
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  • 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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  • Standard 5H.

Great for assist combos in the corner, as 5H > SD > j.MH > j.236[L] works with or without smash for big damage. Other than that, it's outclassed by 5-Hit Combo or Flying Kick for midscreen combos.

5S
5S
DBFZ TeenGohan 5S.png
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  • Hold or mash S to shoot all 4 Ki blasts.
  • Fourth hit launches.
2L
2L
DBFZ TeenGohan 2L.png
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  • Very short range.

One of your main stagger pressure tools. 2M is an incredibly rewarding frametrap out of this move and it only requires a very slight delay.

2M
2M
DBFZ TeenGohan 2M.png
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  • 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
"SHORYUKEN!!"
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  • 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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  • 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
6M Template:AttackDataHeader-DBFZ
  • Universal overhead with short reach.
j.L
j.L
DBFZ TeenGohan jL.png
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  • 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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  • 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
  • Smash hit wall bounces.
j.H
  • Smash hit causes sliding knockdown.
  • 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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  • Hold or mash S to shoot all 4 Ki blasts.
  • Fourth hit launches on hit.

These ki-blasts are less than ideal in neutral. Due to the angle that Gohan fires his ki-blasts, he can only use j.S when he's in close proximity with the opponent, making him vulnerable against superdash.

j.S is very useful to counter anti-air options during scramble situations, such as after the opponent blocks superdash or j.236M or H. This is beat by superdash, so mixing up your options is essential.

j.2H
j.2H
DBFZ TeenGohan j2H.png
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  • Typical air launcher.
  • Stops all air momentum and raises Gohan up and forward slightly.
j.2S
j.2S
DBFZ TeenGohan 2S.png
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  • 2S but in the air.
  • j.[1]S leaps backward, j.1S and j.2S leap 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.

Special Moves

5-Hit Combo
5-Hit Combo
236L/M/H
DBFZ TeenGohan FiveHitCombo.png
LARIAT
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  • 236L/M on hit can press L/M/H for extra attacks. Each followup switches sides.
  • Doesn't have Head property.
  • Scales like a medium. You can ToD out of this.
L
  • Reaches almost halfscreen.
  • Keeps grounded opponent standing.
M
  • 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.

H
  • 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
DBFZ TeenGohan FiveHitCombo3.png
DBFZ TeenGohan FiveHitCombo4.png
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L
  • 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
  • Sends opponent far away into a small 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
L/M 5-Hit Combo (1-2) > H or 5-Hit Combo 3 > L/M/H
DBFZ TeenGohan FiveHitCombo5.png
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L
  • Sends the opponent behind Gohan.
  • Smash hit corner bounces. This can let it combo into Superdash.
M
  • Sends the opponent in front of Gohan.
  • Smash hit corner bounces. This can let it combo into Superdash.

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

M
  • 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.
  • Scales like a medium starter.
  • 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.
  • Removes all other added landing recovery.

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

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

Plus on block, but j.236H > j.L can still be 2H'd. Combos into 2M midscreen for big damage.

Super Dragon Flight
Super Dragon Flight
214L/M/H
DBFZ TeenGohan SuperDragonFlight.png
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  • The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded.
L
  • Frame 1 anti-air.

Unscaled starter, a great punish for willy nilly Vanishes.

M
  • Frame 1 full invul.
  • 5MMM version causes a big corner bounces.
H
  • 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.

Z Assists

Assist A
Super Dragon Flight
Assist A
DBFZ TeenGohan SuperDragonFlight.png
r u ok
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  • DP on demand.
  • Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.
Assist B
Masendan
Assist B
DBFZ TeenGohan 2S.png
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  • Give the gift of bombs.

Incredible as a combo assist, not all that great at everything else. It's a bomb so it isn't exactly great for neutral, and the fact that it is a Ki Blast limits its usage in blockstrings. Think of it more like a mini SSJ Vegeta assist in that way.

Assist C
Flying Kick
Assist C
DBFZ TeenGohan FlyingKick.png
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Teen Gohan teleports to the opponent and hits them with the M version of Flying Kick.

Super Moves

Motionless Kamehameha
Motionless Kamehameha
236L+M or 236H+S
DBFZ TeenGohan MotionlessKamehameha.png
*Jazz music stops*
DBFZ TeenGohan MotionlessKamehameha2.png
*ENERGETIC ANIME MUSIC PLAYS*
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  • 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.

This is one of the highest damage level 1 supers in the game, given to a character that already has high damage. It's really good to have but its angle limits the ways you can combo into it. It works out of any sliding knockdown in the corner, but midscreen you're limited to j.236[L] enders to make it work.

Father-Son Kamehameha
Father-Son Kamehameha
214L+M or 214H+S
DBFZ TeenGohan FatherSonKamehameha.png
You gon get it now
DBFZ TeenGohan FatherSonKamehameha2.png
Lets get this oki gamers
DBFZ TeenGohan FatherSonKamehamehaFullPower.png
IS IT GONNA KILL??!??!?!?!?
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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. 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.

Father-Son Kamehameha
(Full Power)
Hold L/M/H/S 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. Enables some ToD's and is completely unfair in Limit Break.

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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