DBFZ/Teen Gohan: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Teen Gohan|discord=https://discord.gg/WE2tEAR}}
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{UnderConstructionDisclaimer}}
{{UnderConstructionDisclaimer}}
{{CharaOverview
{{CharaOverview
|overview= Teen Gohan is a surprisingly advanced character with stubby normals yet 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 his notorious heat-seeking missile of an autocombo to immediately make the opponent block. 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 desire a creative and very high execution character with remarkably powerful tools, there are few better answers than Teen Gohan.
|overview= Teen Gohan is a surprisingly advanced character with stubby normals yet 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/{{clr|S|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 his notorious heat-seeking missile of an autocombo to immediately make the opponent block. 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 desire a creative and very high execution character with remarkably powerful tools, there are few better answers than Teen Gohan.
|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.
|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.
|quote= I don't really like to fight, but sometimes victory is the only option!
|quote= I don't really like to fight, but sometimes victory is the only option!
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|pros=  
|pros=  
* '''Autocombo:''' Famously possesses the best [[DBFZ/Teen Gohan#5L|5LLL]] set in the game due to its functionality, versatility, mix-ups, and sheer range.
* '''Autocombo:''' Famously possesses the best [[DBFZ/Teen Gohan#5L|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.
* '''Power:''' Has 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 [[DBFZ/Teen Gohan#Flying Kick|Flying Kick]] when paired with an assist, and has amazing left-right pressure with IAD [[DBFZ/Teen Gohan#j.L|j.L]].
* '''Mix-ups:''' Autocombo/{{clr|H|2H}} sets up 50/50s using medium or heavy [[DBFZ/Teen Gohan#Flying Kick|Flying Kick]] when paired with an assist, and has amazing left-right pressure with IAD [[DBFZ/Teen Gohan#j.L|j.L]].
* '''Reversal:''' [[DBFZ/Teen Gohan#Super Dragon Flight|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.
* '''Reversal:''' [[DBFZ/Teen Gohan#Super Dragon Flight|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:''' [[DBFZ/Teen Gohan#5S|5S]] are very fast ki blasts, [[DBFZ/Teen Gohan#5L|5LLL]] can anti-air opponents, and Teen Gohan also has a lariat in [[DBFZ/Teen Gohan#5-Hit Combo|5-Hit Combo]] that can lead to big damage.
* '''Ground Game:''' [[DBFZ/Teen Gohan#5S|5S]] are very fast ki blasts, [[DBFZ/Teen Gohan#5L|5LLL]] can anti-air opponents, and Teen Gohan also has a lariat in [[DBFZ/Teen Gohan#5-Hit Combo|5-Hit Combo]] that can lead to big damage.
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* '''Aerial Game:''' Although his [[DBFZ/Teen Gohan#j.L|j.L]] has an impressive hitbox, he lacks better tools to approach. His [[DBFZ/Teen Gohan#j.S|j.S]] has a bad angle, and [[DBFZ/Teen Gohan#Flying Kick|j.236X]] can only be used defensively.
* '''Aerial Game:''' Although his [[DBFZ/Teen Gohan#j.L|j.L]] has an impressive hitbox, he lacks better tools to approach. His [[DBFZ/Teen Gohan#j.S|j.S]] has a bad angle, and [[DBFZ/Teen Gohan#Flying Kick|j.236X]] can only be used defensively.
* '''Needy:''' Needs assists for combo routes, 50/50s, and neutral in general.  
* '''Needy:''' Needs assists for combo routes, 50/50s, and neutral in general.  
* '''Awareness:''' Teen Gohan's combo routes change greatly depending on where you are in the stage. Midscreen [[DBFZ/Teen Gohan#2S|Bomb]] routes will drop close to the corner, and different delays on [[DBFZ/Teen Gohan#5-Hit Combo|5-Hit Combo]] can mean the difference between a corner combo and a drop.
|difficulty_rating=3
|difficulty_rating=3
}}
}}


==Normal Moves==
==Normal Moves==
===<big>5L</big>===
===<big>{{clr|L|5L}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=5L}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|5L}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL")
{{AttackVersion|name=5LL}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|5LL}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=5LLL}}
{{#lst:{{PAGENAME}}/Data|5LLL}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
;{{clr|L|5L}}
* Advances forward.
* Advances forward.
Good reach for a 5L, will catch opponents after a blocked superdash.
Good reach for a {{clr|L|5L}}, will catch opponents after a blocked superdash.
----
----
;{{clr|L|5LL}}
* Launches on hit.
* 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.
* Recovers in the air.
* Only gatlings to {{clr|L|5LLL}}.
Be careful with {{clr|L|5LL}} as this and {{clr|L|5LLL}} are considered airborne and are {{clr|H|2H}}-able. Leaves Gohan high enough after the recovery to airdash over most crouching characters and cross them up.
----
----
;{{clr|L|5LLL}}
* Tracks vertically to almost super jump height and has long horizontal range.
* Tracks vertically to almost super jump height and has long horizontal range.
* On hit, can sides switch mid-screen by delaying follow-ups.
* On hit, can sides switch mid-screen by delaying follow-ups.
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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.
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.
If blocked on the ground, Gohan can go straight into {{clr|M|j.236M}} or {{clr|H|j.236H}} for pressure. If blocked in the air, {{clr|L|j.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.
</div>
</div>
</div>
</div>


===<big>5M</big>===
===<big>{{clr|M|5M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5M}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* The shortest reaching 5M in the game.
* The shortest reaching {{clr|M|5M}} in the game.
Great for stagger pressure and hit confirms because of its frame advantage.
Great for stagger pressure and hit confirms because of its frame advantage.
</div>
</div>
</div>
</div>


===<big>5H</big>===
===<big>{{clr|H|5H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5H}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Standard 5H.
* Standard {{clr|H|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.
Great for assist combos in the corner, as '''{{clr|H|5H}} > SD > j.MH > j.{{clr|L|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.
</div>
</div>
</div>
</div>


===<big>5S</big>===
===<big>{{clr|S|5S}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5S}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Hold or mash S to shoot all 4 Ki blasts.
* Hold or mash S to shoot all 4 Ki blasts.
* Fourth hit launches.
* Fourth hit launches.
Surprisingly good Ki Blasts for a character like Teen Gohan. They're both fast and cover the screen quickly, giving him great space control. They also help him build meter in corner combos.
</div>
</div>
</div>
</div>


===<big>2L</big>===
===<big>{{clr|L|2L}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2L}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2L"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Very short range.
* 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.
One of your main stagger pressure tools. {{clr|M|2M}} is an incredibly rewarding frametrap out of this move and it only requires a very slight delay.
</div>
</div>
</div>
</div>


===<big>2M</big>===
===<big>{{clr|M|2M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2M}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* 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.
* Baseball slide, can be plus if spaced.
Long active frames make this a great meaty.
* Carries dash momentum.
Teen Gohan's best midscreen starter. Not great for pressure unless you can space it out.
</div>
</div>
</div>
</div>


===<big>2H</big>===
===<big>{{clr|H|2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_TeenGohan_2H.png |Shoryucan't-hit-opponents-2-inches-away-from-me
DBFZ_TeenGohan_2H.png |
</gallery>
</gallery>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2H}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Puts Gohan airborne.
* Puts Gohan airborne.
* Very short horizontal range.
* Very short horizontal range.
It lacks a good hitbox and is quite slow compared to the rest of the cast, making cross-up situations very hard to deal with on defense.
It lacks a good hitbox and is quite slow compared to the rest of the cast, making cross-up situations very hard to deal with on defense.


On hit, Smash 2H > delay SD can sometimes switch sides, but it's very finicky.  
On hit, Smash {{clr|H|2H}} > delay SD can sometimes switch sides, but it's very finicky.  
</div>
</div>
</div>
</div>


===<big>2S</big>===
===<big>{{clr|S|2S}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2S}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Ki blast that explodes only when it touches the ground. The explosion also has Ki blast property.
* 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.
* 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.
* {{clr|S|1S}} and [2]S leaps backward, {{clr|S|2S}} and {{clr|S|3S}} leap forward. Leaps keep all momentum if Gohan is also moving in the same direction.
* Recovers in the air.
* 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.
The directional input is what controls which way he moves. So if you tap 2 but hold S, he still moves forward. His {{clr|S|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.
Most combo notations use {{clr|S|1S}} to refer to backward leap, and {{clr|S|3S}} for forward leap.
</div>
</div>
</div>
</div>


===<big>6M</big>===
===<big>{{clr|M|6M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|6M}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Universal overhead with short reach.
* Universal overhead with short reach.
</div>
</div>
</div>
</div>


===<big>j.L</big>===
===<big>{{clr|L|j.L}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.L}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.L"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Mini sword normal.
* Mini sword normal.
* The hitbox extends well past the hurtbox and is placed low.
* The hitbox extends well past the hurtbox and is placed low.
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</div>
</div>


===<big>j.M</big>===
===<big>{{clr|M|j.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.M}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Range and active frames typical of a j.L rather than a j.M.
* Range and active frames typical of a {{clr|L|j.L}} rather than a {{clr|M|j.M}}.
* The hitbox extends lower than the visual would suggest.
* The hitbox extends lower than the visual would suggest.
A great air button on its own, but it's best to stick with j.L for cross-ups unlike most characters
A great air button on its own, but it's best to stick with {{clr|L|j.L}} for cross-ups unlike most characters
</div>
</div>
</div>
</div>


===<big>j.H</big>===
===<big>{{clr|H|j.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=5LLLLLLL}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and input="j.H"
{{AttackVersion|name=j.H}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|j.H}}
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* 5LLLLLLL Smash hit can wall bounce.
* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
* j.H Smash hit causes sliding knockdown.
* {{clr|H|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.
* 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.
</div>
</div>
</div>
</div>


===<big>j.S</big>===
===<big>{{clr|S|j.S}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.S}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Hold or mash S to shoot all 4 Ki blasts.
* Hold or mash S to shoot all 4 Ki blasts.
* Fourth hit launches on hit.
* 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 {{clr|S|j.S}} when he's in close proximity with the opponent, making him vulnerable against superdash.


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


===<big>j.2H</big>===
===<big>{{clr|H|j.2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.2H}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.2H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Typical air launcher.
* Typical air launcher.
* Stops all air momentum and raises Gohan up and forward slightly.
* Stops all air momentum and raises Gohan up and forward slightly.
Combo filler, just like most other {{clr|H|j.2H}} normals. Very important for Teen Gohan as this is one of his main launchers that gives him {{clr|H|j.H}} sliding knockdowns.
</div>
</div>
</div>
</div>


===<big>j.2S</big>===
===<big>{{clr|S|j.2S}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.2S}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.2S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* 2S but in the air.
* {{clr|S|2S}} but in the air.
* j.[1]S leaps backward, j.1S and j.2S leap forward.  
* j.[1]S leaps backward, {{clr|S|j.2S}} and {{clr|S|j.3S}} 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.
{{clr|S|j.S}} > j.{{clr|S|2[S]}} will cause Gohan to kara cancel his next {{clr|S|j.S}} with {{clr|S|j.2S}}, the tiny momentum difference between a normal {{clr|S|j.2S}} and a {{clr|S|j.2S}} kara cancelled from {{clr|S|j.S}} enables some advanced combos that would otherwise be impossible.
</div>
</div>
</div>
</div>
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==Special Moves==
==Special Moves==
===<big>5-Hit Combo</big>===
===<big>5-Hit Combo</big>===
<span class="input-badge">'''236L/M/H'''</span>
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|236L}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|236M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|236H}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* 236L/M on hit can press L/M/H for extra attacks. Each followup switches sides.
* {{clr|L|236L}}/{{clr|M|M}} on hit can press {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}} for extra attacks. Each followup switches sides.
* Doesn't have Head property.
* Doesn't have Head property.
* All versions become more advantageous the further Gohan is, up to -1 on block at max range.
* All versions become more advantageous the further Gohan is, up to -1 on block at max range.
----
----
* 236L reaches almost halfscreen.
* {{clr|L|236L}} reaches almost halfscreen.
* Keeps grounded opponent standing.
* Keeps grounded opponent standing.
----
----
* 236M reaches almost fullscreen.
* {{clr|M|236M}} reaches almost fullscreen.
* On block, can cross over crouching opponent. Can't steal the corner and doesn't work on big bodies.  
* 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.
* 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.
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.
* {{clr|H|236H}} is a tiny bit shorter than {{clr|M|236M}}.
* On hit, automatically performs all followups. Stays same side, Smash on the last hit.
* 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.
* 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.
In the corner, non-Smash hit can link into {{clr|L|j.L}}, {{clr|M|j.M}} and {{clr|L|j.236L}}/{{clr|H|H}}.
</div>
</div>
</div>
</div>


===<big>5-Hit Combo Follow-up 1-3</big>===
===<big>5-Hit Combo Follow-up 1-3</big>===
<span class="input-badge">'''5-Hit Combo L/M > L/M'''</span>
<span class="input-badge">'''5-Hit Combo {{clr|L|L}}/{{clr|M|M}} > {{clr|L|L}}/{{clr|M|M}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|236X L}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="236X > L" or input="236X > M")
{{AttackVersion|name=M}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|236X M}}
|delimiter=\n{{!}}-\n
}}
|}
|}
==== ====
==== ====
* L keeps grounded opponent in place if they're on the ground
<!--Insert text below the =s and above the 2 /divs-->
;L Version
* Does not launch grounded opponents.
* Gently knocks away airborne opponent.
* 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.''
You can do some cute reset with {{clr|L|236L}}~{{clr|L|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, less vertical knockback than L followup.
;M Version
With proper timing 236M~LMLM will carry an opponent almost corner to corner.
* Sends opponent far away into a small wall bounce.
* Less vertical knockback than L followup.
With proper timing {{clr|M|236M}}~LMLM will carry an opponent almost corner to corner.
</div>
</div>
</div>
</div>


===<big>5-Hit Combo Follow-up 4</big>===
===<big>5-Hit Combo Follow-up 4</big>===
<span class="input-badge">'''5-Hit Combo L/M > H'''</span> or <span class="input-badge">'''5-Hit Combo Follow-up 1-2 > H'''</span> or  <span class="input-badge">'''5-Hit Combo Follow-up 3 > L/M/H'''</span>
<span class="input-badge">'''5-Hit Combo {{clr|L|L}}/{{clr|M|M}} > {{clr|H|H}}'''</span> or <span class="input-badge">'''5-Hit Combo Follow-up 1-2 > {{clr|H|H}}'''</span> or  <span class="input-badge">'''5-Hit Combo Follow-up 3 > {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|236X X L}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="236X > X > L" or input="236X > X > M" or input="236X > X > H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|236X X M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|236X X H}}
|}
|}
==== ====
==== ====
* L sends the opponent behind Gohan.
<!--Insert text below the =s and above the 2 /divs-->
;L Version
* Sends the opponent behind Gohan.
* Smash hit corner splats.
* Smash hit corner splats.
Only really useful if you use 236X when cornered, which will not happen often.
----
----
* M sends the opponent in front of Gohan.
;M Version
* Sends the opponent in front of Gohan.
* Smash hit corner splats.
* 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.
In the corner, Smash hit can link into j.DR, non-Smash hit can link into {{clr|L|j.L}}, {{clr|M|j.M}} and {{clr|L|j.236L}}/{{clr|H|H}}. Vital to his corner combos and part of what gives him such high metergain and damage.
----
----
* H immediately ends the sequence, compound damage from unused followups. E.g. if there's 3 followups left, it will do 550*2, 700.
;H Version
* Sends the opponent in front of Gohan. Smash hit wall splats and can followup with Super Dash for sliding knockdown.
* Immediately ends the sequence, compound damage from unused followups. E.g. if there's 3 followups left, it will do 550*2, 700.
In the corner, non-Smash hit can link into j.L, j.M and j.236L/H.
* 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 {{clr|L|j.L}}, {{clr|M|j.M}} and {{clr|L|j.236L}}/{{clr|H|H}}. Mostly useful if you don't think you can make it to the corner off a stray rocket kick.
</div>
</div>
</div>
</div>


===<big>Flying Kick</big>===
===<big>Flying Kick</big>===
<span class="input-badge">'''j.236L/M/H'''</span>
<span class="input-badge">'''{{clr|L|j.236L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_TeenGohan_FlyingKick.png |
DBFZ_TeenGohan_FlyingKick.png | "Is the blockstring over yet?"
</gallery>
</gallery>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|j.236L}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="j.236L" or input="j.236M" or input="j.236H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|j.236M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|j.236H}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Upon using, Gohan pauses for a split second and starts a fall. L version keeps all momentum, M and H always moves forward.
;All Versions
* Upon using, Gohan pauses for a split second and starts a fall.  
* L version keeps all momentum, M and H always moves forward.
* {{clr|M|j.236M}}/{{clr|H|H}} can be guard cancelled on reaction, but the resource trade will always favor Gohan.
----
----
;236L
;{{clr|L|j.236L}}
* Hold down L, M, H to continue kicking until landing. Performs 3 kicks at minimum.
* 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.
* 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.
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. Anti-airing someone with {{clr|L|5LLL}} can lead to plus frames by making them airblock this move.
----
----
;236M
;{{clr|M|j.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.
* 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.
* Smash on the last hit. Smash hit wall splats, can link into {{clr|M|236M}} from midscreen.
* Scales like a medium starter.
* Scales like a medium starter.
* On hit, only recovers upon landing.
* On hit, only recovers upon landing.
* On block, Gohan will reposition himself to a fixed height.
* On block, Gohan will reposition himself to a fixed height.
* Removes all other added landing recovery.
* 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.
With Smash, this lets you link a 5-Hit Combo midscreen and a {{clr|L|2L}} in the corner for combo extensions. One of Gohan's main mixup tools (with the other being {{clr|H|j.236H}}). There will always be a reflectable gap between {{clr|L|5LLL}} and {{clr|M|j.236M}}, but opponents typically won't reflect out of fear of getting {{clr|M|2M}}'d and dying. Connecting this solo will let you backdash safely. With assists, this becomes a mixup tool between airdash {{clr|L|j.L}} and land {{clr|L|2L}}, but some assists will have too much pushback for the low option midscreen.
----
----
;236H
;{{clr|H|j.236H}}
* Similar to M version but with 13 kicks.
* Similar to M version but with 13 kicks.
* On hit, recovers in the air. Smash hit wall bounces.
* On hit, recovers in the air. Smash hit wall bounces.
* Removes all other added landing recovery.
* 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.
Plus on block, is a safejump set-up with {{clr|L|j.L}}, and combos into {{clr|M|2M}} mid-screen for big damage. There is never a gap if cancelled from {{clr|L|5LLL}}, effectively removing the reflect mindgame entirely. Also Gohan's main tool to convert from an IAD {{clr|L|j.L}} crossup.
</div>
</div>
</div>
</div>


===<big>Super Dragon Flight</big>===
===<big>Super Dragon Flight</big>===
<span class="input-badge">'''214L/M/H'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|214L}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|214M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|214H}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
;All Versions
* The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded.
* 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.
;{{clr|L|214L}}
* Frame 1 anti-air.
Unscaled starter, devastating punish for any airborne shenanigans and a common TOD starter.
Unscaled starter, devastating punish for any airborne shenanigans and a common TOD starter.
----
----
* M version has frame 1 full invul.
;{{clr|M|214M}}
* Smash 5MMM can wall bounce.
* Frame 1 reversal.
* Smash {{clr|M|5MMM}} can wall bounce.
Gohan's invincible uppercut. Slow and easy to safejump, so mainly useful in minus frames situations to catch buttons.
----
----
* H version has frame 1 full invul.
* Frame 1 reversal.
* Smash hit performs the full uppercut.
* Smash hit performs the full uppercut.
* Gut punch crumples grounded opponent on Smash hit, launches them high up on non-Smash.
* Gut punch crumples grounded opponent on Smash hit, launches them high up on non-Smash.
Faster than {{clr|M|214M}} by 7 frames, but still quite easy to safejump. Better at catching buttons due to it's speed but worse as an anti-air thanks to the first hit.
</div>
</div>
</div>
</div>


==Z Assists==
==Z Assists==
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_TeenGohan_SuperDragonFlight.png |r u ok
DBFZ_TeenGohan_SuperDragonFlight.png |Active, simple, powerful
</gallery>
</gallery>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Assist A}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Assist A"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* DP on demand.
* DP on demand.
* Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.
* Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.
Very good DP assist. While it's not as fast as Adult Gohan's A assist, it makes up for it with better horizontal reach and full invincibility starting on frame 10. This assist can be somewhat difficult to confirm during neutral and combos but can be done with practice.
</div>
</div>
</div>
</div>
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_TeenGohan_2S.png | bomb time
DBFZ_TeenGohan_2S.png |Throws two bombs
</gallery>
</gallery>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Assist B}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Assist B"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Appears in front of the opponent on the ground and does 3S. Tracks fullscreen.
* Appears in front of the opponent on the ground and does two {{clr|S|3S}}. Tracks fullscreen.
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.
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.
</div>
</div>
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_TeenGohan_FlyingKick.png |Lighting Legs but an assist
DBFZ_TeenGohan_FlyingKick.png |Weirdly much better on hit than on block
</gallery>
</gallery>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Assist C}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Assist C"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
Teen Gohan teleports to the opponent and hits them with the M version of Flying Kick.
Teen Gohan teleports to the opponent and hits them with the M version of Flying Kick. On hit, it still locks the opponent in the air for a long time, which lets you run in easily for a combo or even allows characters like Base Goku to get a free spirit bomb charge.
</div>
</div>
</div>
</div>
Line 619: Line 700:
==Super Moves==
==Super Moves==
===<big>Motionless Kamehameha</big>===
===<big>Motionless Kamehameha</big>===
<span class="input-badge">'''236L+M or 236H+S'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}}'''</span> or <span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_TeenGohan_MotionlessKamehameha.png | Steady...
DBFZ_TeenGohan_MotionlessKamehameha.png |
DBFZ_TeenGohan_MotionlessKamehameha2.png |Fire!!!!
DBFZ_TeenGohan_MotionlessKamehameha2.png |DHC into this for easy kills
</gallery>
</gallery>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236LM}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="236L+M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Minimum damage: 91*10 (910).
* 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.
* 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.
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.{{clr|L|236[L]}} enders to make it work.
</div>
</div>
</div>
</div>


===<big>Father-Son Kamehameha</big>===
===<big>Father-Son Kamehameha</big>===
<span class="input-badge">'''214L+M or 214H+S'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}}'''</span> or <span class="input-badge">'''{{clr|H|214H}}+{{clr|S|S}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_TeenGohan_FatherSonKamehameha.png |You gon get it now
DBFZ_TeenGohan_FatherSonKamehameha.png |
DBFZ_TeenGohan_FatherSonKamehameha2.png |Lets get this oki gamers
DBFZ_TeenGohan_FatherSonKamehameha2.png |
DBFZ_TeenGohan_FatherSonKamehamehaFullPower.png |'''IS IT GONNA KILL??!??!?!?!?'''
DBFZ_TeenGohan_FatherSonKamehamehaFullPower.png |
</gallery>
</gallery>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=Father-Son Kamehameha}}
{{AttackVersion|name=Father-Son Kamehameha}}
{{#lst:{{PAGENAME}}/Data|214LM}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214L+M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|-
|-
{{AttackVersion|name=Full Power|subtitle=Hold L/M/H/S on hit or clash}}
{{AttackVersion|name=Full Power|subtitle=Hold L/M/H/S on hit or clash}}
{{#lst:{{PAGENAME}}/Data|214[LM]}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214L+M > X"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Minimum damage: 87*20 (1740).
* 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.{{clr|L|236[L]}}, but will drop in high hitstun decay due to how slow it is.
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).
* Minimum damage: 87*20, 55*20 (2840).
* Weak oki. Gohan can maintain pressure at close range but nothing more.
* Can evenly clash with [[DBFZ/SS4 Gogeta|SS4 Gogeta]]'s Level 7 Instant Kill without being Instant Killed by it.
The Full Power followup is not efficient but good for finishing opponents. Enables some ToD's and is completely unfair in Limit Break.
The Full Power followup is not meter efficient but good for finishing opponents. Enables some ToD's and is completely unfair in Limit Break.
</div>
</div>
</div>
</div>
==Colors==
{{DBFZColors|Size=120}}
{{clear}}


==External References==
==External References==
==Navigation==
==Navigation==
<center>{{Character Label|DBFZ|Teen Gohan|32px|label=Gohan (Teen)}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-DBFZ}}
{{#lst:DBFZ/Navigation}}

Revision as of 16:41, 19 May 2022

Overview
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.

Template:CharaOverview

Normal Moves

5L

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.
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

5L
  • Advances forward.

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


5LL
  • Launches on hit.
  • Recovers in the air.
  • Only gatlings to 5LLL.

Be careful with 5LL as this and 5LLL are considered airborne and are 2H-able. 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 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 j.236M or j.236H for pressure. If blocked in the air, j.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

5H

5S

2L

2M

2H

2S

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.
600, 700 All 27 20+6L +24 [+12]

  • 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.
  • 1S and [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

j.L

j.M

j.H

j.S

j.2H

j.2S

Special Moves

5-Hit Combo

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.
236L 500 All 11 6 16 -5
236M 500 All 13 11 16 -11
236H 300×4, 900 All U1+ 13 7 16 -5

  • 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

5-Hit Combo L/M > L/M

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.
236X > L 500 All 7 [8] -8 [-7] 1-End of Active All
236X > M 500 All 7 [8] -6 [-5] 1-End of Active All

L Version
  • Does not launch grounded opponents.
  • 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 Version
  • Sends opponent far away into a small wall bounce.
  • Less vertical knockback than L followup.

With proper timing 236M~LMLM will carry an opponent almost corner to corner.

5-Hit Combo Follow-up 4

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.
236X > X > L 700 All U1 3 -15 1-End All
236X > X > M 700 All U1 3 -15 1-End All
236X > X > H 550×0~3, 700 All U1+ 3 -17 1-End All

L Version
  • Sends the opponent behind Gohan.
  • Smash hit corner splats.

Only really useful if you use 236X when cornered, which will not happen often.


M Version
  • 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. Vital to his corner combos and part of what gives him such high metergain and damage.


H Version
  • 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. Mostly useful if you don't think you can make it to the corner off a stray rocket kick.

Flying Kick

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.
j.236L 350×N All 7 {3(2)3}×N 11 -5
j.236M 80×7 / 80×7,600 All U1+ 16 {3(1)3}×6 10 -2
j.236H 80×13 / 80×13,900 All U1+ 9 {3(1)3}×12 6 +1

All Versions
  • Upon using, Gohan pauses for a split second and starts a fall.
  • L version keeps all momentum, M and H always moves forward.
  • j.236M/H can be guard cancelled on reaction, but the resource trade will always favor Gohan.

j.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. Anti-airing someone with 5LLL can lead to plus frames by making them airblock this move.


j.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.

With Smash, this lets you link a 5-Hit Combo midscreen and a 2L in the corner for combo extensions. One of Gohan's main mixup tools (with the other being j.236H). There will always be a reflectable gap between 5LLL and j.236M, but opponents typically won't reflect out of fear of getting 2M'd and dying. Connecting this solo will let you backdash safely. With assists, this becomes a mixup tool between airdash j.L and land 2L, but some assists will have too much pushback for the low option midscreen.


j.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. There is never a gap if cancelled from 5LLL, effectively removing the reflect mindgame entirely. Also Gohan's main tool to convert from an IAD j.L crossup.

Super Dragon Flight

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.
214L 1000 All 9 10 21+8L -28 1-10 Head
214M 1350 All U1+ 16 16 29+8L -41 1-17 All
214H 1000 / 1000,200×6 All U1+ 9 3 29 -20 1-11 All

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

214L
  • Frame 1 anti-air.

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


214M
  • Frame 1 reversal.
  • Smash 5MMM can wall bounce.

Gohan's invincible uppercut. Slow and easy to safejump, so mainly useful in minus frames situations to catch buttons.


  • Frame 1 reversal.
  • Smash hit performs the full uppercut.
  • Gut punch crumples grounded opponent on Smash hit, launches them high up on non-Smash.

Faster than 214M by 7 frames, but still quite easy to safejump. Better at catching buttons due to it's speed but worse as an anti-air thanks to the first hit.

Z Assists

Assist A

Super Dragon Flight

Assist B

Masendan

Assist C

Flying Kick

Super Moves

Motionless Kamehameha

236L+M or 236H+S

Father-Son Kamehameha

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.
Father-Son Kamehameha 230×20 All UDV 9+3 82 51 -34 [+39] 1-13 All
Full Power
Hold L/M/H/S on hit or clash
110×20 All UDV 2+0 78 99 [+39] 1-End All

  • Minimum damage: 87*20 (1740).

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).
  • Can evenly clash with SS4 Gogeta's Level 7 Instant Kill without being Instant Killed by it.

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

Colors

1Seasonal colors that can be unlocked at different times of the year.

External References

Navigation

 Gohan (Teen)
To edit frame data, edit values in DBFZ/Teen Gohan/Data.

DBFZ/Navigation