DBFZ/Teen Gohan

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Overview
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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.

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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
5LL
5LLL

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. This and everything after is vulnerable to 2H.

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.

  • 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

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.
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

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.
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

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.
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


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
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.

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

External References

Navigation

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

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