DBFZ/Teen Gohan/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc > j.MLL2H > SD > j.MLL2H > jc.LLL 4185 1 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 4844 1.75 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] 4203 1,25 All   Smashless, assist extention/super ender friendly. This combo is your best friend.
2M > 5M > jc.M > jc.M > j.236H ▷ 2M > 5M > jc.LL2H > jc.LLS > j.2S > SD > j.LH > j.236[L] 5538 0 All High damage EX Legs combo with decent corner carry.
... Vanish > 66 > 2M > 5M > jc.LL2H > jc.LLS > j.2S, j.2S > SD > j.LH > j.236[L] 3671 (approx) -0.75 All Double bomb loop from a vanish.
SD > j.LL > j.236M ▷ 236MMMML > Vanish > j.DR 2854 +.25 All Technically meterless solo sliding knockdown from a superdash. Still meter positive somehow.

Notes

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

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] 4407 1.4 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] 4433 1.4 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 5029 2.3 All 236M link combo, no sliding knockdown.
2M > 5M > jc.M > jc.M[S] > j.236M ▷ 2L > 5S (4) > 5H > 236MMMML > vanish > DR 4889 0.9 All Dragon rush ender combo, can slide knockdown or snap.
2M > delay 5M > 236MMMLL > air backdash > [j.2S]*3 > 5H ... 4227 1.3 All Back-to-corner bomb loops.

Notes

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

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

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

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

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

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

Teen Gohan BnB combos by KuwangerLR:

Clayton's Season 3 combos:

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