DBFZ/Teen Gohan

From Dustloop Wiki
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
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

Template:AttackDataHeader-DBFZ
5L
5LL
5LLL

  • 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

Template:AttackDataHeader-DBFZ

  • The shortest reaching 5M in the game.

Great for stagger pressure and hit confirms because of its frame advantage.

5H

Template:AttackDataHeader-DBFZ

  • 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

Template:AttackDataHeader-DBFZ

  • Hold or mash S to shoot all 4 Ki blasts.
  • Fourth hit launches.

2L

Template:AttackDataHeader-DBFZ

  • 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

Template:AttackDataHeader-DBFZ

  • 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

Template:AttackDataHeader-DBFZ

  • Puts Gohan airborne.
  • 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.

On hit, Smash 2H > delay SD can sometimes switch sides, but it's very finicky.

2S

Template:AttackDataHeader-DBFZ

  • 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

Template:AttackDataHeader-DBFZ

  • Universal overhead with short reach.

j.L

Template:AttackDataHeader-DBFZ

  • 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

Template:AttackDataHeader-DBFZ

  • Range and active frames typical of a j.L rather than a j.M.
  • 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

j.H

Template:AttackDataHeader-DBFZ
5LLLLLLL
j.H

  • 5LLLLLLL Smash hit can wall bounce.
  • 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

Template:AttackDataHeader-DBFZ

  • 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

Template:AttackDataHeader-DBFZ

  • Typical air launcher.
  • Stops all air momentum and raises Gohan up and forward slightly.

j.2S

Template:AttackDataHeader-DBFZ

  • 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

236L/M/H

Template:AttackDataHeader-DBFZ
L
M
H

  • 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

Template:AttackDataHeader-DBFZ
L
M

  • 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, 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

Template:AttackDataHeader-DBFZ
L
M
H

  • 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

j.236L/M/H

Template:AttackDataHeader-DBFZ
L
M
H

  • 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

214L/M/H

Template:AttackDataHeader-DBFZ
L
M
H

  • 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

Assist A

Super Dragon Flight

Template:AttackDataHeader-DBFZ

  • DP on demand.
  • Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.

Assist B

Masendan

Template:AttackDataHeader-DBFZ

  • Appears in front of the opponent on the ground and does 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.

Assist C

Flying Kick

Template:AttackDataHeader-DBFZ

Teen Gohan teleports to the opponent and hits them with the M version of Flying Kick.

Super Moves

Motionless Kamehameha

236L+M or 236H+S

Template:AttackDataHeader-DBFZ

  • 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

214L+M or 214H+S

Template:AttackDataHeader-DBFZ
Father-Son Kamehameha
Full Power
Hold L/M/H/S on hit or clash

  • 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

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.

Template:Navbar-DBFZ