DBFZ/Teen Gohan

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Overview
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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 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

No results

Full Power
Hold L/M/H/S on hit or clash

No results

  • 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.

External References

Navigation

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

DBFZ/Navigation