Jumps and does a high reaching upward kick. Leaves Gohan in the air.
1000
All
—
—
An airborne heel kick that moves Gohan a bit forward. Both LL and LLL lift Gohan quite a bit off the ground, allowing him to cancel into Flying Kick. There is a very small gap, and opponents mashing a button often find themselves getting hit.
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
A body blow.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A jumping side kick
Input
Damage
Guard
Start-Up
Advantage
300 [930]
All
—
—
Holds both hands out and fires a ki blast forward. Can be repeated up to four times. Last hit pops foe into the air a small amount.
Input
Damage
Guard
Start-Up
Advantage
400
Crouch
—
—
A short range kick with his leading foot.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
A baseball slide. One of his longest reaching normals.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A jumping uppercut that launches the opponent. Invulnerable to air-attacks.
Input
Damage
Guard
Start-Up
Advantage
1160
All
—
—
Jumps backwards and fires a ki blast downward with one hand. Holding will make Gohan leap forward.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
Jumps forward and does a double ax handle punch.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
—
—
A horizontal kick with his leading foot.
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
—
—
Swings his fist in a diagonal arc.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
A downward double ax handle punch.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400 [1240]
All
—
—
Fires a ki blast in a downward arc. Can be repeated up to four times.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
A 45 degree high kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
1160
All
—
—
Spins and fires a ki blast downward with one hand. Gohan normally moves forward during this attack, but holding will make Gohan move backwards. An absolute staple of many of his signature combos. He is famous for his high damage 'Bomb Loops'.
Special Moves[]
Super Dragon Flight (龍翔撃)
Performs a leaping uppercut.
Input
Damage
Guard
Start-Up
Advantage
1000
All
—
—
A short-ranged leaping uppercut. Invincible to aerial attacks. All versions can be cancelled into his supers.
1350
All
—
—
Leaps farther, has a slightly larger hitbox, offer full invincibility frames, and has Smash property on hit. The move has more startup for compensation.
1840
All
—
—
A two-part attack involving a body blow and then a multi-hitting uppercut. The uppercut will not be performed on a block or whiff. Completely invincible during the body blow. Consumes half a Ki gauge per use.
5-Hit Combo (伍連撃)
Charges forward and performs a five-hit combination attack.
Input
Damage
Guard
Start-Up
Advantage
2120
All
—
—
The kick moves Gohan forward 40% of the stage. Inputting or subsequently will make Gohan perform up to four additional kicks, with the version leaving the opponent on place on the ground or pushing them slightly in the air and the version knocking the opponent away each hit while carrying them higher in the air.
2120
All
—
—
The first kick covers more distance forward, roughly about 80% of the stage.
1580
All
—
—
The kick moves forward about 60% of the stage. Upon connection, Gohan automatically performs four kicks in rapid succession and then a chop that sends the opponent the direction Gohan was facing. It is a guaranteed wallbounce. Consumes half a Ki gauge per use.
Flying Kick (舞空脚)
Performs a barrage of rapid kicks while descending in the air.
Input
Damage
Guard
Start-Up
Advantage
(in air)
350
All
—
—
The kicks momentarily interrupts Gohan's air movement before he starts falling. Holding can extend the number of kicks Gohan can perform.
(in air)
1360
All
—
—
The kicks that completely stops Gohan's air movement. On hit, Gohan unleashes a barrage of kicks and then knock the opponent away with an upward roundhouse kick. Causes a weak wallbounce anywhere on the stage. Gohan moves slightly forward when performing the kicks. This version cannot be held indefinitely.
(in air)
1754
All
—
—
Gohan now performs the rapid kicks until he lands on the ground. The rush itself deals more damage and has a stronger knockback and wallbounce. Consumes half a Ki gauge per use.
Z-Assist[]
Super Dragon Flight (龍翔撃)
Input
Damage
Guard
Start-Up
Advantage
/
800
All
—
—
A jumping uppercut. Distance covered is slightly farther than that of the version. Like it, it is fully invincible.
Super Attack[]
Motionless Kamehameha (ノーモーションかめはめ波)
Input
Damage
Guard
Start-Up
Advantage
or
2788
All
—
—
Looks upward and fires a Kamehameha in the same 45 degree direction. Has the highest raw level one damage in the game long with being an invincible reversal. Consumes one Ki gauge per use.
Meteor Attacks[]
Father-Son Kamehameha (親子かめはめ波)
Input
Damage
Guard
Start-Up
Advantage
or
4163
All
—
—
Aided by Goku's spirit, Gohan fires a very large one-handed Kamehameha forward. Consumes three Ki gauges per use.
Goku shouts "Now!" to Gohan, who proceeds to unleash all of his power into his Kamehameha, increasing the size even further and pushes himself forward a bit. An interesting fact is that this super deals 100 hits. Consumes an extra two Ki gauges per use. Can be used even when clashing with other beam Meteor Attacks. It is also the only projectile move to be able to clash against Gogeta (SS4)'s x100 Big Bang Kamehameha, making Teen Gohan the only one who capable so.