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. |
Normal Moves
5L
- 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
- The shortest reaching 5M in the game.
Great for stagger pressure and hit confirms because of its frame advantage.
5H
- 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
- Hold or mash S to shoot all 4 Ki blasts.
- 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.
2L
- 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
- Baseball slide, can be plus if spaced.
- Carries dash momentum.
Teen Gohan's best midscreen starter. Not great for pressure unless you can space it out.
2H
- 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
- 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
- DBFZ TeenGohan 6M.png
- Universal overhead with short reach.
j.L
- 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
- 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
- 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
- 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
- Typical air launcher.
- Stops all air momentum and raises Gohan up and forward slightly.
Combo filler, just like most other j.2H normals. Very important for Teen Gohan as this is one of his main launchers that gives him j.H sliding knockdowns.
j.2S
- 2S but in the air.
- j.[1]S leaps backward, j.2S and 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.
Special Moves
5-Hit Combo
236L/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
- 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
- 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
- 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
- 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
- DP on demand.
- 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.
Assist B
Masendan
- Appears in front of the opponent on the ground and does two 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
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.
Super Moves
Motionless Kamehameha
236L+M or 236H+S
- 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
- 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.