DBFZ/Adult Gohan

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Son Gohan (Adult)
DBFZ Adult Gohan Portrait.png

Health: 10,000

Prejump: 4F

Assist Cooldown:


Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Pressure, Power Up
Team Role
Middle

Overview[edit]

After the battle with Cell, Son Gohan (AKA Sun Wufan) grew into a kind young man and a brilliant scholar, happily married to his high school sweetheart Videl Satan (the daughter of Mr. Satan), with a young daughter named Pan. Even though he does not train with the same fervor and passion as Goku and Vegeta, his hidden potential (after being released by the Elder Supreme Kai) still remains; when it comes to blows, Gohan can still fight with the best of them.

In Dragon Ball FighterZ, the adult version of Gohan plays similarly to his younger counterpart, but with one unique distinction: Gohan's Potential Unleashed increases his power up to seven levels. With each level of his potential unlocked, Gohan's hitstrings and special moves become more powerful, allowing him to execute even more damaging combos.

Potential Unleashed[edit]

Every time Potential Unleashed is used, Gohan levels up, giving him improved abilities and damage. Gohan always begins every match at Level 0, and can gain up to 7 levels. Potential Unleashed bonuses will remain for the rest of the match.

Level 1 Moveset Changes

  • Ground L autocombo is modified.
  • New move: Machine Gun Punch (3L).
  • Jet Uppercut: M and H versions travel further horizontally for the first hit.
  • Machine Gun Kick:
    • Attacks more rapidly.
    • M and H versions travel further when forward input is held.
    • H version is active for twice as long and deals twice as many hits after locking to the opponent.
  • Ultimate Back Attack: Teleports on startup, tracks opponent everywhere on screen.
  • Masenko: Gains 2 additional hits.

Additional Changes

  • M Jet Uppercut gains 1 additional hit per level from Level 1 to 3.
  • H Jet Uppercut gains 1 additional hit per level from Level 1 to 7.
  • All attack's damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at level 6.
  • At Level 7, Gohan can chain any normals into any other normals ("Reverse Beat").

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Great ranged normals giving him solid neutral.
  • While leveling up isn't "optional" by any means, Level 0 Adult Gohan is also surprisingly competent.
  • Extremely solid blockstrings and mixups.
  • Not only is he one of the few characters to have meterless reversal, his 236M is also one of the best DP.
  • Assist while being only Head invul, it is the fastest hitting assist in the game.
  • Requires extensive knowledge of the character, as well as good execution in order to maximize his strengths.
  • Despite having a plethora of neutral options, most of them are highly committal.
  • Since there are next to no Level indicators, forgetting if Gohan has leveled up means doing weaker combos, wasting bars on another Potential Unleashed, or risk doing the higher damaging Level 1+ combos that might not work.
  • Leaving Level 0 does have its downsides, and there are no real incentives to go beyond Level 1.
  • While Reverse Beat is undoubtedly strong, Level 7 is too unrealistic to achieve in a real match.



Normals[edit]

5L (Level 0)[edit]
5L
Level 0
DBFZ AdultGohan 5L.png
Mix-up City
DBFZ AdultGohan 5LL.png
DBFZ AdultGohan 5LLL.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400*2 Low, All - 6 3(5)3 11 -2
  • Really short range.
  • First hit has small hitbox.

Both a blessing and a curse. While it is one of the few 6f low, the small hitbox and a 8f 2L means Gohan has a hard time challenging out of pressure, or even in neutral advantage situations like after 6M.

5LL 100*4 All - 9 1[(2)1]*3 17 -2
  • Mostly combo filler.
5LLL 1000 All U3+ 11 2 19 -5
  • Counts as grounded.
  • Smash hit can link to j.L.


5L (Level 1+)[edit]
5L
Level 1+
DBFZ AdultGohan Potential5L.png
DBFZ AdultGohan Potential5LL.png
DBFZ AdultGohan Potential5LLL.png
DBFZ AdultGohan Potential5LLLL.png
DBFZ AdultGohan Potential5LLLLL.png
Your entire blockstring
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400*2 Low, All - 6 3(5)3 11 -2
5LL 450 All - 7 6 20 -10
  • Equivalent to 5M.
  • Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version.

Does less damage and has worse scaling than the move it copies.

Unlike the rest of Gohan's auto combo variants, this version of 5M doesn't do anything that the original version couldn't do, so this move should only be used as a stepping stone for 5LLL and 5LLLL.

5LLL 450 All - 6 2 13 -6
  • Equivalent to 3H, though doesn't have Head invul.
  • Lauches on hit.
  • Level 7: If 3H has already been used in a string, this attack will not come out and the autocombo ends at 5LL. If 5LLL has been used, 3H cannot be used in the same string.
5LLLL 450 All - 7 3 13 0
  • Can be used to reset pressure due to it having the same frame advantage as 2L.

Unlike Gohan's other autocombo normals, 5LLLL and 2L can be used in the same string, giving him fantastic pressure capabilities.

5LLLLL 1000 All U3+ 11 2 19 -5
  • Launches higher than Level 0 5LLL.


5M[edit]
5M
DBFZ AdultGohan 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 9 4 20 -8
  • Good range.

Large normal that covers an extraordinary amount of space relative to how fast the startup is.

Unlike most of the cast who preserve their 5M to allow jump cancels from 2M, Gohan can use this move much more liberally as 3H is also jump cancelable.


5H[edit]
5H
DBFZ AdultGohan 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1 11 6 18 -8
  • Wall bounces on Smash hit.

Not even good as a blockstring filler since 5H > 2H doesn't connect. The only use it has is for Level 1 corner leg loops.


5S[edit]
5S
DBFZ AdultGohan 5S.png
Talk to the hand
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 17 3 26 +3
  • Covers about 90% of the screen.
  • Whiffs against crouching opponents.
  • Doesn't have Ki blast property.

Hits a lot higher than you'd expect.


2L[edit]
2L
DBFZ AdultGohan 2L.png
#saiyanprivilege
Damage Guard Smash Startup Active Recovery Frame Adv.
500 All - 8 3 13 0
  • Disjointed hitbox.

Far reaching and good frame advantage encourages strong stagger pressure with 5L.


2M[edit]
2M
DBFZ AdultGohan 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 12 6 17 -7
  • Slides halfscreen.
  • Launches on hit.


2H[edit]
2H
DBFZ AdultGohan 2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 14 3 29 -16
  • Head invul from frame 4.
  • Smash hit launches higher with more hitstun.
  • Puts Gohan in the air, true blockstring into j.236X.


2S[edit]
2S
DBFZ AdultGohan 2S.png
Jump back air fireball, Akuma style.
Damage Guard Smash Startup Active Recovery Frame Adv.
600 All - 14 - Total 39 -4
  • Pulls back and fires a Ki blast.

Useful to disengage and return to neutral. Has very little recovery which allows Gohan to 2H or 236L through the opponent's chase down attempt with Super Dash. Though the angle of the projectile makes it easy to whiff, so use it carefully.


6M[edit]
6M
DBFZ AdultGohan 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 4+6 after landing 0
  • Universal overhead.
  • Uses the same animation and hitbox/hurtbox as j.H.

Can be made plus by delaying Level 1 autocombo.


3L[edit]
3L
Machine Gun Punch
DBFZ AdultGohan 3L.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
3L 80*4 All - 9 1[(2)1]*3 17 -2
3[L] 80*9 All - 9 1[(2)1]*8 17 -2
  • Available at Level 1 Potential Unleashed.
  • Holding L adds extra hits.

Good blockstring filler, average combo filler.


3H[edit]
3H
Ultimate High Kick
DBFZ AdultGohan 3H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 8 4 18 -6
  • Head attribute invul from frame 6.
  • Launches on hit.
  • Jump cancellable on hit.

You won't be using it for anti-air, but it's an extremely versitile combo filler. Hits very high, good hitstun, and jump cancellable means his is basically a second, better 5M for combo purposes.


j.L[edit]
j.L
DBFZ AdultGohan jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 6 3 12 -
  • Bad horizontal range but great vertical range.

Go-to fuzzy normal.


j.M[edit]
j.M
DBFZ AdultGohan jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 9 4 16 -
  • Good air-to-air normal.


j.H[edit]
j.H
DBFZ AdultGohan jH.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5LLLLLLL 850 / 1000 High D2+ 11 3 21 -
  • Causes a wall bounce on Smash hit.
j.H 850 / 1000 High D1+ 11 3 21 -
  • Causes a sliding knockdown on Smash hit.
  • Can be cancelled into j.2S fastfall on hit, giving Gohan extra time to set-up.

While sending the enemy down, it can combo into j.236L with the right positioning. This is the core idea of his leg loops.


j.S[edit]
j.S
DBFZ AdultGohan jS.png
Damage Guard Smash Startup Active Recovery Frame Adv.
600 All - 12 - Total 41+5 after landing -
  • Air 2S.

Has enough hitstun to combo into SD in the corner.


j.2H[edit]
j.2H
DBFZ AdultGohan j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 11 3 19 -
  • Smash hit launches higher with more hitstun.


j.2S[edit]
j.2S
DBFZ AdultGohan j2S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
- - - 9 Until landing +9 after landing -
  • Fall straight to the ground.
  • Cancellable to 2S.

Can be used after j.H in the corner for a tiny bit more oki time. Has some situational uses in neutral and combos. Not too strong as a standalone mixup tool since it's reactable, but it gives an extra layer to Gohan's already strong pressure.


Specials[edit]

Jet Uppercut[edit]
Jet Uppercut
236L/M/H
DBFZ AdultGohan JetUppercut.png
Half screen DP
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 900 All - 9 8 33 -29
  • Head attribute invul from frame 1.

Unscaled starter.

M (Level 0) 600,800 All U1 16 4(7)9 33 -30
M (Level 1+) 600,800 / 600,800,180*1~3 All U1 16~18 4(7)9 33 -30
  • Smash on first hit. Potential Unleashed extra hits only apply on Smash hit.
  • Fully invulnerable until the end of the first hit.
  • Level 0 takes a tiny step forward.
  • Level 1+ slides half screen forward.

On block, the safest options are cancelling into Lv1 > DHC, or Spark. Panic Vanishing can be 2H'd easily.

H (Level 0) 600,1000 All U1 9 4(7)10 36 -34
H (Level 1+) 600,1000 / 600,1000,180*1~7 All U1 9~13 4(7)10 36 -34
  • Almost identical to M version with slightly faster startup and further range.


Machine Gun Kick[edit]
Machine Gun Kick
j.236L/M/H
DBFZ AdultGohan MachinegunKick.png
lööp
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L (Level 0) 250*N All - 7 2[(3)2]*N 12 -4
L (Level 1+) 250*N All - 7 1[(2)1]*N 12 -4
  • Upon using, Gohan immediately starts falling down.
  • Hold L/M/H to kick indefinitely until landing. Minimum 3 kicks.
  • Carries all and any momentum.
  • Keeps grounded opponent standing.

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.

M (Level 0) 250*N All - 13 2[(3)2]*N 12 -4
M (Level 1+) 250*N All - 13 1[(2)1]*N 12 -4
  • Upon using, Gohan stalls a bit before falling down.
  • Hold L/M/H to kick indefinitely until landing. Minimum 3 kicks.
  • Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.
  • Launches on hit.

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.

H (Level 0) 60*10 [700*10] / 60*10,700 All U1+ 11 2{(3)2}*9 12 +2
H (Level 1+) 50*19 [700*19] / 50*19,700 All U1+ 11 1{(2)1}*18 13 +4
  • Upon using, Gohan jumps up a bit before falling down.
  • Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.
  • Performs 10 (19) 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 causes a wall bounce. Can link into SD or even Level 0 j.214M from midscreen.
  • On block, Gohan won't fall to the ground. Afterward he has enough time to sneak in a j.L.

Unscaled starter. Eating a raw j.236H equals to losing half your HP bar at minimum.

This move is also bugged, dealing an absurd amount of damage if it only makes contact with Assists and nothing else.


Ultimate Back Attack[edit]
Ultimate Back Attack
214L/M/H (Air OK)
DBFZ AdultGohan UltimateBackAttack.png
Back to the ground son!
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground L (Level 0) 1000 High D1 24 8 11 -3
Ground L (Level 1+) 1000 High D1 24~32 8 11 -3
Air L (Level 0) 900 High D1 24 8 13 -
Air L (Level 1+) 900 High D1 24~32 8 11 -3
  • Smash hit causes a sliding knockdown.
  • Level 0: Hops almost half screen. Ground version never crosses-up, air version cross up if Gohan leaps over the opponent.
  • Level 1: Teleports to opponent and always hits in front of them.

Gohan's main knockdown tool since it sends the opponent straight down. Though, it's not as useful at Level 0.

Ground M (Level 0) 1100 High D1 28 8 11 -3
Ground M (Level 1+) 1100 High D1 28~36 8 11 -3
Air M (Level 0) 1000 High D1 28 8 11 -
Air M (Level 1+) 1000 High D1 28~36 8 11 -3
  • Smash hit causes a sliding knockdown.
  • Level 0: Hops over half screen. Can cross up if Gohan leaps over the opponent.
  • Level 1: Teleports to opponent and always hits behind them.
  • Can't steal the corner.

Mostly used after leg loops.

Ground H (Level 0) 1200 High D1 26 8 11 -3
Ground H (Level 1+) 1200 High D1 26~34 8 11 -3
Air H (Level 0) 1100 High D1 26 8 13 -
Air H (Level 1+) 1100 High D1 26~34 8 11 -3
  • Smash hit causes a ground bounce sliding knockdown.
  • Level 0: Hops almost full screen. Can cross up if Gohan leaps over the opponent.
  • Level 1: Teleports to opponent and always hits behind them.
  • Can't steal the corner.

The ground bounce can be extended with the right combo.


Masenko[edit]
Masenko
236S
DBFZ AdultGohan Masenko.png
Why doesn't Piccolo have this beam again?
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Level 0 262*5 All - 18 25 21 -16
Level 1+ 262*7 All - 18 33 21 -16
  • Even at Level 1+, it will still cancel out with typical 5-hit beams.

Used for corner combo with Assists.


Assist[edit]

Jet Uppercut
A1/A2
DBFZ AdultGohan AssistJetUpper.png
So good that it got nerfed
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 16 8 64 +29
  • Receives the damage buff from Potential Unleashed.
  • Head invul.

It's the fastest assist in the game.


Supers[edit]

Potential Unleashed[edit]
Potential Unleashed
236L+M or 236H+S
DBFZ AdultGohan PotentialUnleashed.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Level 1 1600 All UDV 9+3 10 44 -29
Level 2 1850 All UDV 9+3 10 44 -29
Level 3 2100 All UDV 9+3 10 44 -29
Level 4 2350 All UDV 9+3 10 44 -29
Level 5 2600 All UDV 9+3 10 44 -29
Level 6 2850 All UDV 9+20 10 44 -29
Level 7 3100 All UDV 9+38 10 44 -29
  • H+S version can be held to stack up to 7 Ki Gauges, but L+M version only ever consumes 1 Ki Gauge. Meaning you can't DHC into Gohan and dump bars.
  • Damage bonus from Potential Unleashed is applied to this super during the freeze as Gohan reaches the next level(s).
  • Each bar adds 250 more to the base damage.
  • Minimum damage: 20%. Is not affected by the damage buff per level.


Bros. Kamehameha[edit]
Bros. Kamehameha
214L+M or 214H+S
DBFZ AdultGohan UltimateKamehameha.png
DBFZ AdultGohan UltimateKamehameha-2.png
Damage Guard Smash Startup Active Recovery Frame Adv.
290*24 All UDV 9+3 101 50 -34
  • Causes a hard knockdown on hit.
  • Minimum damage: 70*24 (1680).
  • Hitbox can increase/decrease depending on who is on the team, but damage stays the same.

If Gotenks is on his team, Gohan will perform it solo. If Gotenks is not on his team, Goten will come out to help. If Gotenks is not on his team, and SS Goku is on his team and is not on screen from an assist or Ultimate Z Change, Goku will come out to help. If Gohan swaps bodies with Ginyu, he will only ever do the solo version.


Navigation[edit]


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