DBFZ/Adult Gohan

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Gohan (Adult)
DBFZ Adult Gohan Portrait.png
Play-style Pressure, Mix-up
Team Role Middle, Point

Overview[edit]


DBFZ Adult Gohan Icon.png Adult Gohan
"I have to get stronger if I want to protect what's truly important to me."
Lore:After the battle with Cell, Son Gohan/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.
Voice:Japanese: Masako Nozawa English: Kyle Herbert

Potential Unleashed[edit]

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

Level 1 Moveset Changes

  • 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

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")

Playstyle[edit]

Playstyle
DBFZ Adult Gohan Icon.png Adult Gohan is a crafty, pressure-style character who powers-up to create an overwhelming presence that smothers his opponents.
Pros Cons
  • Great Buttons: Fast and long range normals, especially his mediums that enable big punishes frequently.
  • Long Blockstrings: Blockstrings can be extended with 3L and Machine Gun Kick, enough to recharge assists.
  • Extremely Solid Pressure: 5L and j.L can threaten a 50/50 after j.236H with an assist, and 2L is a unique +0 button that can both stagger and start a frametrap.
  • Fast-Fall: j.2S is a blinding Fast-Fall that amplifies his mix-up game and enables grounded assist extensions.
  • Reversal: Jet Uppercut is a DP, in a game where meterless reversals are few and far between.
  • High Solo Damage: Combos using j.236M/L and j.214H give him some of the highest solo damage available.
  • Assist Variety: A is the fastest hitting DP assist, and B gives high blockstun with ample time to hit confirm.
  • Potential Unleashed: Level 1 Super has low damage, and the short range can make it whiff on certain DHCs.
  • Micro Management: Players need to be cognizant if Adult Gohan is currently powered-up or not.
  • The Need to Level-up: Although unlikely, if Adult Gohan somehow cannot level-up during the entire game, he misses out on some combo, pressure, and neutral tools.
  • Ki Blast: 5S is nice, but the lack of traditional ki blasts is a hole on an arguably fundamental part of the neutral.

Normal Moves[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 GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 400*2 Low, All - 6 3(5)3 11 -2 -
  • Really short range.
  • First hit has small hitbox.

One of the best 5Ls in the game due to it's fast startup and non-suspecting low-hit property.

Everyone has gotten hit with this move.

5LL 100*4 All - 9 1{(2)1}*3 17 -2 -
  • Mostly combo filler.

Can be a good meaty against a delay tech. After a safe jump off a sliding knockdown, continuing to mash light (5LL) can catch mashing or put them on block.

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 GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 20 -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 GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 All - 9 4 20 -8 -
  • Fantastic range.

Large normal that covers an extraordinary amount of space relative to how fast the startup is, and is an amazing whiff-punish. The range can also be a downside as it's pretty punishable if Adult Gohan whiffs himself.

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 GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 All U1 11 6 18 -8 -
  • Wall bounces on Smash hit

Mostly used for Level 1 leg loops in the corner, though the leg loops using this move takes up the smash property, and must have assists or vanish to end in a sliding knockdown.

5S[edit]
5S
DBFZ AdultGohan 5S.png
Talk to the hand.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800 All - 17 3 26 +3 -
  • Covers about 90% of the screen. Launches on hit.
  • Whiffs against crouching opponents.
  • Doesn't have Ki Blast property.

Hits a lot higher than you'd expect. Used in corner combos and to start Leg Loops.

2L[edit]
2L
DBFZ AdultGohan 2L.png
#saiyanprivilege
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500 All - 8 3 13 0 -
  • Fairly disjointed hitbox.
  • The only +0 button in the game that can be true-stringed into from the ground.

Far reaching and being +0 encourages strong stagger pressure. Along with the fair pushback, it has the ability to potentially make his mediums frametrap for big punishes.

2M[edit]
2M
DBFZ AdultGohan 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 Low - 12 6 17 -7 -
  • Slides forward about half-screen.
  • Launches on hit.

Can punish backdash and link into 5M or 3H. Will often put you right back on the opponent on reflect.

2H[edit]
2H
DBFZ AdultGohan 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 All U1+ 14 3 29 -16 4-16 Head
  • 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, pseudo-Akuma/Gouki style.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
600 All - 14 - Total 39 -4 -
  • Pulls back and fires a Ki blast.

Useful to disengage and return to neutral, although locks Adult Gohan in place for a while and can lose bad to an instant superdash. Use it only when your opponent won't anticipate it.

Has enough hitstun to combo into SD in the corner for the Leg Loops version that saves the smash property and results into a Sliding Knockdown.

6M[edit]
6M
DBFZ AdultGohan 6M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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
欧拉欧拉欧拉欧拉
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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, great stagger/pressure reset tool with being -2 on block and can be shortened/extended. Is also a good meaty against a delay tech.

Scales subsequent damage pretty bad after a light starter in an actual combo.

3H[edit]
3H
Ultimate High Kick
DBFZ AdultGohan 3H.png
I meant to do 2H but ok
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 All - 8 4 18 -6 6-11 Head
  • Launches on hit.
  • Jump cancellable on hit.

Extremely handy combo filler while possessing an abnormally high angle. Decent hitstun and jump cancellable means this is basically a second, better 5M for combo purposes. This is also an anti-air, and can be used in the place of 2H, but must be ready to combo after landing the move, as there isn't ample time to hit-confirm before the opponent techs out.

j.L[edit]
j.L
DBFZ AdultGohan jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400 High - 6 3 12 - -
  • Bad horizontal range but great vertical range.

Go-to overhead normal. Will whiff after a j.M if it didn't hit near the body.

j.M[edit]
j.M
DBFZ AdultGohan jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 High - 9 4 16 - -
  • Great air-to-air normal.

j.H[edit]
j.H
DBFZ AdultGohan jH.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
600 All - 12 - Total 41+5 after landing - -
  • Air 2S.

Similar to the ground version, it can also combo into SD and Ultimate Back Attack.

j.2H[edit]
j.2H
DBFZ AdultGohan j2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 All U1+ 11 3 19 - -
  • Smash hit launches higher with more hitstun.
  • One of the fastest j.2H's in the game, allowing your combos to be just a hair longer due to less Hitstun Decay.
  • Can be linked into off of Potential Unleashed Level 1 Medium Machine Gun Kick in some combos, allowing for a slide knockdown with Ultimate Back Attack.

j.2S[edit]
j.2S
DBFZ AdultGohan j2S.png
We Smash Bros now
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - 9 Until landing +9 after landing - -
  • Fall straight to the ground.
  • Cancellable to 2S.

Mix-up potential with resources.

Can be used after j.H in the corner for a tiny bit more oki time, and also help with assist extensions on the ground like beams post j.H. Not too strong as a standalone mix-up tool since it's reactable, but gives another layer to Gohan's already strong pressure, especially if your opponent is respecting said pressure. You can also DP right after if you know your opponent is going to react with buttons.

Special Moves[edit]

Jet Uppercut[edit]
Jet Uppercut
236L/M/H
DBFZ AdultGohan JetUppercut.png
Half screen DP
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
L 900 All - 9 8 33 -29 1-16 Head
  • Anti-air DP.

Unscaled starter.

M (Level 0) 600,800 All U1 16 4(7)9 33 -30 1-19 All
M (Level 1+) 600,800 / 600,800,180*1~3 All U1 16~18 4(7)9 33 -30 1-19~21 All
  • Smash on first hit. Potential Unleashed extra hits only apply on Smash 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 1-12 All
H (Level 1+) 600,1000 / 600,1000,180*1~7 All U1 9~13 4(7)10 36 -34 1-12~16 All
  • Almost identical to M version with slightly more damage, startup, and range.
  • Can link into Level 1 or 3 Super after landing.

Machine Gun Kick[edit]
Machine Gun Kick
j.236L/M/H
DBFZ AdultGohan MachinegunKick.png
lööps
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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, Adult 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.

Is the "leg" in leg loops.

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, Adult Gohan stalls a bit before falling down.
  • Hold L/M/H to kick indefinitely until landing. Minimum 3 kicks.
  • Always moves Adult Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.
  • Launches on hit.

Primarily used to manually side-switch in the air, and to also add a tiny bit more damage/meter in bnb combos.

H (Level 0) 50*10 / 50*10,700 All U1+ 11 2{(3)2}*9 12 +1 -
H (Level 1+) 50*19 / 50*19,700 All U1+ 11 1{(2)1}*18 13 +1 -
  • Upon using, Adult Gohan jumps up a bit before falling down, leading into further combo extensions.
  • Always moves Adult Gohan forward, holding {4} and {6} can shorten/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, and causes a wall bounce.

Extremely active, spectacular against Super Dash and Raw Tag. Eating a raw j.236H equals to losing 40% HP with a standard post-j.236H combo. On block, Adult Gohan stays airborne, and can sneak in a j.L that is susceptible to anti-airs, but can be countered alternatively with an OS reflect.

Ultimate Back Attack[edit]
Ultimate Back Attack
214L/M/H (Air OK)
DBFZ AdultGohan UltimateBackAttack.png
Back to the ground son!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground L (Level 0) 1000 High D1 24 8 11 -3 -
Ground L (Level 1+) 1000 High D1 24~32 8 11 -3 8-12~21 All
Air L (Level 0) 900 High D1 24 8 13 - -
Air L (Level 1+) 900 High D1 24~32 8 11 -3 8-12~21 All
  • 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.

At Level 0, he can do j.S > j.214L in the corner. After leveling up, j.2H > j.214L gets Adult Gohan a sliding knockdown anywhere.

Ground M (Level 0) 1100 High D1 28 8 11 -3 -
Ground M (Level 1+) 1100 High D1 28~36 8 11 -3 6-11~18 All
Air M (Level 0) 1000 High D1 28 8 11 - -
Air M (Level 1+) 1000 High D1 28~36 8 11 -3 6-11~18 All
  • 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.

Strong overhead at Level 1, and switches sides anywhere outside of the corner.

Ground H (Level 0) 1200 High D1 26 8 11 -3 -
Ground H (Level 1+) 1200 High D1 26~34 8 11 -3 6-11~18 All
Air H (Level 0) 1100 High D1 26 8 13 - -
Air H (Level 1+) 1100 High D1 26~34 8 11 -3 6-11~18 All
  • 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.

j.S > j.214H allows Gohan to level up anywhere on the screen. The ground bounce can also be extended with assist even in midscreen.

Masenko[edit]
Masenko
236S
DBFZ AdultGohan Masenko.png
Why doesn't Piccolo have this beam again?
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.

Z Assists[edit]

Assist A[edit]
Jet Uppercut
Assist A
DBFZ AdultGohan AssistJetUpper.png
So good that it got nerfed
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800 All - 19 8 64 +29 10-? Head
  • Receives the damage buff from Potential Unleashed.
  • Head invul.

It's the fastest assist in the game.

Assist B[edit]
Machine Gun Punch
Assist B
DBFZ AdultGohan 3L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
780 All - 35 21 - +40 -
  • Decent startup.
  • High blockstun.

Good blockstring assist and easy to hit confirm.

Assist C[edit]
Masenko
Assist C
DBFZ AdultGohan Masenko.png
They really did it.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1,040 All - 35 25 - +30 -

It's a beam assist. Go wild.

Super Moves[edit]

Potential Unleashed[edit]
Potential Unleashed
236L+M or 236H+S
DBFZ AdultGohan PotentialUnleashed.png
ESSENCE OF A SUPER SAIYAN
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Level 1 1600 All UDV 9+3 10 44 -29 9-16 All
Level 2 1850 All UDV 9+3 10 44 -29 9-16 All
Level 3 2100 All UDV 9+3 10 44 -29 9-16 All
Level 4 2350 All UDV 9+3 10 44 -29 9-16 All
Level 5 2600 All UDV 9+3 10 44 -29 9-16 All
Level 6 2850 All UDV 9+20 10 44 -29 9-33 All
Level 7 3100 All UDV 9+38 10 44 -29 9-51 All
  • 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.

Because of the short recovery, Adult Gohan can possibly combo post-super, or even set up solid oki with help. More notably, it can be used to DHC into from other supers that are still active. For example, Potential Unleashed lets Adult Gohan recover fast enough to set up for safejump 50/50s if he DHCs in during an ongoing level 1, like Kid Buu's Pearl Flash, Vegeta's Galick Gun, or Jiren's Colossal Slash. Important note, he must DHC in right at the moment when the other character's super had just been activated to enable follow-ups.

Bros. Kamehameha[edit]
Bros. Kamehameha
214L+M or 214H+S
DBFZ AdultGohan UltimateKamehameha.png
"You came to the wrong neighborhood fool"
DBFZ AdultGohan UltimateKamehameha-2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
290*24 All UDV 9+3 101 50 -34 1-19 All
  • Minimum damage: 70*24 (1680).
  • Hitbox can increase/decrease depending on who is on the team, but damage stays the same.

Leaving Adult Gohan pretty close to the opponent and being around +40 after hit, you can go for Superjump > IAD > High/Low for a relatively ambiguous 50/50 mix.

(Mostly Cosmetic): 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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