DBFZ/Adult Gohan

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Son Gohan (Adult)
DBFZ Adult Gohan Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

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

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]

When 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.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Extremely well-rounded; has good projectiles, solid ranged normals a powerful pressure/mixup game which overall give him solid neutral.
  • Potential Unleashed provides him with several benefits, including the ability to break the Z Combo chain (Reverse Beat).
  • For a power-up type of character, Adult Gohan starts off surprisingly competent with most of his tools already unlocked, making his power-up optional to get an exceptional character.
  • One of the few characters to have a meterless reversal.
  • Fastfalling creates excellent mixups/cross-ups that can open up and punish opponents easily, as well as controlling his aerial momentum.
  • Extremely solid blockstrings, both with and without assists, thanks to j.2S, j.236X and his low-hitting 5L which is the fastest in the game (6 frames).
  • Only character to have a ground launcher that is considered an anti-air yet does not use Smash property (3H).
  • Grounded ki blast beats super dashes with his Masenko being an excellent fullscreen beam projectile.
  • At midscreen above average damage at level 0, arguably best damage in the game leveled up, and in the corner has the best damage in the game with j.236X loops.
  • Without level 1, he does not have access to some of his strongest tools.
  • Leveling up to level 1 changes the way his j.236H pressure works, making it worse and turning it into a double-edged sword.
  • Shortest-ranged Lvl. 1 super in the game, which is also among the lowest damaging; gives him little-to-no utility when it comes to his selection of supers.
  • Long whiff recovery on some moves, thus he must commit to some of his options especially on block.


Normals[edit]

5L[edit]
5L
Normal Version
DBFZ AdultGohan 5L.png
DBFZ AdultGohan 5LL.png
DBFZ AdultGohan 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 720 L, All 6 3(5)3 11 -3
  • Two-hit sequence consisting of a quick stomp and a high punch.
  • Both attacks will always come out when 5L is pressed.
  • The first hit is a standing low, the second hits mid.

5L is basically the cornerstone of what makes Gohan's offense so scary: a nearly unseeable standing low that goes hand in hand with his fast airdash and fastfall to create strong mixups and pressure.

One of the advantages of having two hits built into 5L is being able to easily confirm whether the opponent gets hit or is still blocking. With certain assists, Gohan has time to go for multiple high/low mixup attempts, but only if you can quickly confirm whether or not the opponent blocked.

The first hit of 5L is fast enough that Gohan can combo directly from 2L into the second hit of 5L in situations where the stomp will miss.

5LL 370 All - - - -
  • Can be canceled into from 5L on whiff.
  • Equivalent to a non-charged 3L, which becomes a unique normal at Level 1.
  • Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version.

Gohan punches 4 times in rapid succession. Actually does more damage and has better scaling than uncharged 3L, the command normal it becomes after Gohan reaches level 1 of Potential Unleashed. While normally unavailable after reaching level 1, if a level 7 Gohan uses 5M in a string, then this moves becomes 5LL again for the duration of that string. As 5LL and 3L are considered separate moves, they can both be preformed within the same string.

5LLL 1000 All - - - -
  • Uses up Gohan's Smash. Always results in a Smash, even if it has already been used.
  • Can be canceled into from 5LL on whiff.
  • Pressing Light Attack afterwards on hit will initiate a Super Dash.

Gohan does a jump kick that launches opponents. Thanks to how Gohan's autocombo works and changes with his levels, this move is rarely used. It is almost impossible to combo into after a vanish, leads into less damage than Gohan's basic combo routes, and doesn't lead into any mix-ups. That is unless Gohan is at level 7, in which case this move can reverse beat into any move Gohan hasn't used yet in that string, which includes the neutral on block 2L. In combos, 5LLL can then be used in combos starting from better scaling normals, such as 5M, making this move's unique smash properties much more valuable.


5L
Potential Unleashed
DBFZ AdultGohan Potential5L.png
DBFZ AdultGohan Potential5LL.png
DBFZ AdultGohan Potential5LLL.png
DBFZ AdultGohan Potential5LLLL.png
DBFZ AdultGohan Potential5LLLLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 720 L, All 6 3 19 -3
  • Two-hit sequence consisting of a quick stomp and a high punch.
  • Both attacks will always come out when 5L is pressed.
  • The first hit is a standing low.

5L is basically the cornerstone of what makes Gohan's offense so scary: a nearly unseeable standing low that goes hand in hand with his fast airdash and fastfall to create strong mixups and pressure.

One of the advantages of having two hits built into 5L is being able to easily confirm whether the opponent gets hit or is still blocking. With certain assists, Gohan has time to go for multiple high/low mixup attempts, but only if you can quickly confirm whether or not the opponent blocked.

The first hit of 5L is fast enough that Gohan can combo directly from 2L into the second hit of 5L in situations where the stomp will miss.

5LL 450 All - - - -
  • Equivalent to 5M.
  • Only available at level 1 or higher.
  • Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version.
  • Level 7: If 5LL has been used, 5M cannot be used in the same string.

Does less damage and has worse scaling than the move it copies. It cannot continue through the medium autocombo like 5M can.

5LLL 450 All - - - -
  • Equivalent to 3H.
  • Only available at level 1 or higher.
  • Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version.
  • Level 7: If 3H has already been used in a string, this attack will not come out and the autocombo ends at 5LL.
  • Level 7: If 5LLL has been used, 3H cannot be used in the same string.

This version of Gohan's 3H doesn't lift opponents as high, does less damage, and has worse scaling than the move it copies.

5LLLL 450 All - - - 0
  • Equivalent to 2L.
  • Only available at level 1 or higher.
  • Can be used to reset pressure due to it retaining 2L's strong frame advantage.
  • Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version.
  • Level 7: If 5LLLL has been used, 2L can still be used in the same string.

Does less damage and has worse scaling than the move it copies. Unlike his Gohan's other autocombo normals, 5LLLL and 2L can be used in the same string, giving him fantastic pressure capabilities. However, if 5M is used within the same string, then Gohan's autocombo will revert back to its level 0 version.

5LLLLL 1000 All - - - -
  • Uses up Gohan's Smash. Always results in a Smash, even if it has already been used.
  • Can be canceled into from 5LLLL on whiff.
  • Pressing Light Attack afterwards on hit will initiate a Super Dash.

Gohan does a jump kick that launches opponents. Thanks to how Gohan's autocombo works and changes with his levels, this move is rarely used. It is almost impossible to combo into after a vanish, leads into less damage than Gohan's basic combo routes, and doesn't lead into any mix-ups. As this version cannot be used after 5M or 3H and cannot combo properly off 2M and 5H, this version lacks the niche uses of its level 0 counterpart.


5M[edit]
5M
DBFZ AdultGohan 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 9 4 20 -
  • Large normal that covers an extraordinary amount of space relative to how fast the startup is.


5H[edit]
5H
DBFZ AdultGohan 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 11 6 18 -
  • Important points go here


5S[edit]
5S
DBFZ AdultGohan 5S.png
Talk to the hand.
Damage Guard Startup Active Recovery Frame Adv.
800 All 17 3 26 -
  • Travels about 80-90% of the screen
  • Beats super dashes
  • Whiffs against crouching opponents

Instead of a standard ki blast, Gohan thrusts his hand forward to shoot an invisible blast that knocks opponents backwards. It doesn't go completely fullscreen, it can't be repeated into itself, and it whiffs against crouchers.

Unlike other ki blasts, Gohan's 5S can stop super dashes. Throwing out a quick 5S defensively at certain ranges can be useful to stand your ground and interrupt approaches.


2L[edit]
2L
DBFZ AdultGohan 2L.png
#saiyanprivilege
Damage Guard Startup Active Recovery Frame Adv.
700 All 8 3 13 0

Far reaching for a relatively low-commit light attack that lacks an extended hurtbox. Its frame advantage also encourages strong stagger pressure with 5L and 2L.


2M[edit]
2M
DBFZ AdultGohan 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L 12 6 17 -
  • Slides Gohan forward
  • Its long range makes it a great move to throw during neutral.


2H[edit]
2H
DBFZ AdultGohan 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 3 29 -
  • Universal anti-air
  • Cancels directly into Machinegun Kick
  • Seems to make Gohan airborne and as a result will not be cancelled into moves like Masenko which require him to be on the ground

In strings, it's better to launch with 3H and preserve your launcher. Does not cancel into fastfall.


2S[edit]
2S
DBFZ AdultGohan 2S.png
Jumpback air fireball Akuma style
Damage Guard Startup Active Recovery Frame Adv.
600 All 14 1 24 -
  • Pulls Gohan back as he fires the ki blast
  • Cancels into specials or j.2S on hit/block
  • Projectile renders on frame 13, and will continue to exist until it hits the opponent or ground.

Grounded version of Gohan's j.S ki blast. Can be a useful string ender, and the backwards movement can come in handy in certain situations. Although it comes out fast, it has moderate recovery, and the angle of the projectile makes it easy to whiff.

At Level 1 Potential Unleashed, 2S can cancel into L backfist for a combo.


6M[edit]
6M
DBFZ AdultGohan 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 6 10 0
  • Universal overhead

Due to how Gohan's pressure works, a surprisingly large amount of people will get opened up with the universal overhead as they expect longer blockstrings. Although it's far from his best mixup, it's good to use it from time to time.


3L[edit]
3L
Machinegun Punch
DBFZ AdultGohan 3L.png
ATATATATATATATATA
Damage Guard Startup Active Recovery Frame Adv.
296[656] All 9 1(2)1(2)1(2)1 17 -
  • Available at Level 1 Potential Unleashed
  • Holding L adds extra hits; Each consecutive hit is 1 frame active and 2 frames recovery before the next.
  • Moves Gohan forward as he does the punches, allowing him to stay close during pressure
  • [] is the damage dealt when held

A rush of punches in front of Gohan. Use in strings to provide extra blockstun to cover assist calls. As a meaty, holding for extra duration can help cover a delayed wakeup or a back tech, but beware of reversals.


3H[edit]
3H
Ultimate High Kick
DBFZ AdultGohan 3H.png
#evenbettersaiyanprivilege
Damage Guard Startup Active Recovery Frame Adv.
700 All 8 4 18 -
  • A jump cancellable, non-smash launcher.
  • Moves him forward slightly.
  • Has anti-air properties.

Use this to start air combos when possible in order to preserve your launcher.


j.L[edit]
j.L
DBFZ AdultGohan jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H - - - -
  • Deceptively large hitbox that can be used to control aerial space outside of j.M's most effective ranges, also used to setup for fuzzies.


j.M[edit]
j.M
DBFZ AdultGohan jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H - - - -
  • Great air-to-air normal

It can be used after a blocked H Machinegun Kick to mix your opponent up


j.H[edit]
j.H
DBFZ AdultGohan jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -
  • Universal air combo ender, provides a hard knockdown when done from high up
  • Can be cancelled into j.2S fastfall on hit, giving Gohan extra time to set-up

Midscreen, j.H sends the opponent flying sideways, which can make it difficult to connect Potential Unleashed when away from the corner.

With Level 1 Potential Unleashed, Gohan can get a hard knockdown by ending high air combos with j.2H cancelled into L backfist instead. Although this leaves Gohan with less frame advantage, the opponent is knocked straight down, allowing Gohan to combo into Potential Unleashed from midscreen.


j.S[edit]
j.S
DBFZ AdultGohan jS.png
Damage Guard Startup Active Recovery Frame Adv.
600 All - - - -
  • Pulls Gohan back as he fires the ki blast
  • Cancels into specials or j.2S on hit/block

Can be a useful string ender. Approaching with an instant airdash j.S can cause anti-airs to whiff. The backwards movement can also create tricky situations, but is likely to whiff and leave Gohan vulnerable.

At Level 1 Potential Unleashed, j.S can combo into L backfist.


j.2H[edit]
j.2H
DBFZ AdultGohan j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Air launcher

Gohan knocks the opponent further up into the air. Can be canceled with superdash if it has not already been used.

At Level 1 Potential Unleashed, j.2H can combo into L backfist as a combo ender.


j.2S[edit]
j.2S
DBFZ AdultGohan j2S.png
Z
O
O
M
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • Quickly returns Gohan to the ground
  • Good for mix-ups
  • No height restriction

Use at the end of air combos to hit the ground sooner and have extra time for set-ups. As a unique movement option, it can also be situationally useful in neutral.

Allows for strong pressure options when used in conjunction with his standing low (5L). Cancelling an instant airdash into j.2S creates a basic high/low mix-up, and can also be used to bait the opponent's anti-air. This kind of approach is extremely strong when backed by an assist.

His 2S and j.S ki blasts can be cancelled into fastfall on hit/block.


Specials[edit]

Jet Uppercut[edit]
Jet Uppercut
236L/M/H
DBFZ AdultGohan JetUppercut.png
May or may not be his original move he used on Cell, but still it's even better. Shoryuken~!
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All 9 8 33 -30
  • Cancels into super
M 1160 All 16 4(7)9 33 -28
  • Two hits: Hit Boxes (First)
  • Is completely invulnerable until the end of the first hit; The first 19 frames of the attack.
  • Good reversal that can challenge the opponent's pressure
  • Both hits can cancel into super
  • Will move forward twice as far during the first hit with at least 1 level of Potential Unleashed installed

The M version has Gohan step forward a good distance with a hook before doing the rising uppercut. The added range given to you by the step forward for the first hit can make it a reliable reversal in some situations. On the other hand, the step forward also means that if your opponent jumped or is airborne, the attack will whiff entirely closer up. For this reason, it's best to only use this in situations where your opponent is trying to outspace you on the ground.

H 1300[1426] All 9 4(7)10 36 -34
  • Two hits
  • Is completely invulnerable until the end of the first hit; The first 12 frames of the attack.
  • [] is after Potential Unleashed level 1
  • Good reversal that can challenge the opponent's pressure
  • Both hits can cancel into super
  • Will move forward twice as far during the first hit with at least 1 level of Potential Unleashed installed

Placeholder


Ultimate Back Attack[edit]
Ultimate Back Attack
214L/M/H (Air OK)
DBFZ AdultGohan UltimateBackAttack.png
Back to the ground son
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 H 24 8 11 -4
  • A short forward hop, striking beneath him with his elbow
  • Does not cross-up
  • With Potential Unleashed, this can be used after a 2H or j.2H, and will provide a sliding knockdown if you have a launcher in your combo, Gohan's best tool to finish a combo with Potential Unleash, without having to be in the corner or using fastfall.

At Level 1 Potential Unleashed, the startup becomes a teleport, and Gohan tracks the opponent anywhere on screen, hitting from the front. The tracking can allow Gohan to combo into L backfist from 2S or j.S. This version allows the opponent to tech as soon as they hit the ground.

M 1000 H 28 8 9 -4
  • A longer ranged hop, striking beneath him with his elbow
  • Can cross-up if Gohan leaps over the opponent

At Level 1 Potential Unleashed, M backfist will always cross-up. The startup becomes a teleport, and Gohan tracks the opponent anywhere on screen, hitting from behind. This version leaves the opponent in a sliding knockdown state.

H 1100 H 26 8 9 -4
  • A long range hop, striking with his elbow
  • Can cross-up if Gohan leaps over the opponent

At Level 1 Potential Unleashed, H backfist will always cross-up. The startup becomes a teleport, and Gohan tracks the opponent anywhere on screen, hitting from behind. This version leaves the opponent in a sliding knockdown state.


Machinegun Kick[edit]
Machinegun Kick
j.236L/M/H
DBFZ AdultGohan MachinegunKick.png
Time to block
Version Damage Guard Startup Active Recovery Frame Adv.
L 945 All 8 - - -
  • Hold L to increase the number of hits
  • 2H on the ground cancels directly into any Machinegun Kick
  • L Machinegun Kick carries Gohan's momentum when performed after a forwards or backwards jump or airdash. If done from a neutral jump, Gohan remains in place.
  • Performing a Machinegun Kick and holding down L during an airdash allows Gohan to quickly cover lots of ground while attacking.

This version of Machinegun Kick can be looped in the corner from certain starters 2-3 times for a massive amount of damage, boosting Gohan's already massive damage potential.

M 945 All 13 - - -
  • Hold M to increase the number of hits
  • Always moves Gohan forward, can hold 6 to increase distance

Unlike L Machinegun Kick, the M version does not carry Gohan's air momentum, and will always move him forward slightly, even when performed after backwards movement or a neutral jump. With Level 1 Potential Unleashed, Gohan travels further when holding forward.

H 1176[1490] All 11 - - -
  • Causes a wall bounce if there has not been a smash in the combo
  • Always moves Gohan forward, can hold 6 to increase distance
  • Does a fixed number of hits
  • [] is after Potential Unleashed level 1

Like M Machinegun Kick, the H version does not carry momentum and always moves Gohan forward.

Gohan does not descend during H Machinegun Kick. On block, this allows him to preserve his height and easily followup with something like an airdash (even when cancelled from a grounded 2H). With Level 1 Potential Unleashed, Gohan travels further when holding forward, and the number of hits increases.

Important Due to their hitbox, certain small characters can actually duck under the last few kicks of Gohan's j.236H and punish him with 2H for trying to pressure them like this. However, they have to be crouch-blocking or they'll still get hit by the last part of the move.


Masenko[edit]
Masenko
236S
DBFZ AdultGohan Masenko.png
Why doesn't Piccolo have this beam again?
Damage Guard Startup Active Recovery Frame Adv.
1098[1516] All 18 22 33 -
  • Gohan fires a horizontal beam in front of him
  • Beats super dashes
  • Cannot be angled, ground only
  • [] is after Level 1 Potential Unleashed

Faster startup, bigger recovery than most beams. Synergizes well with other beams covering the recovery to get in. Gains 2 more hits after Potential Unlock level 1, but this only increases damage, it will clash with other beams.

Can convert into a combo by doing Masenko > Vanish Cancel > dash 2M into followups.


Assist[edit]

Jet Upper
A1/A2
DBFZ AdultGohan AssistJetUpper.png
We all know why he can't have a beam assist
Damage Guard Startup Active Recovery Frame Adv.
800 All - - - -
  • The damage buff from levels 2-6 of Potential Unleashed applies to his assist as well.

Like the special move, Gohan knocks the opponent upward, leaving them in an airborne situation. Very good "get off me" tool,as well as an obvious combo starter.


Supers[edit]

Potential Unleashed[edit]
Potential Unleashed
236L+M or 236H+S
DBFZ AdultGohan PotentialUnleashed.png
"I'm done playing games!"
Damage Guard Startup Active Recovery Frame Adv.
1600 All - - - -
  • Can stack up to 7 levels of Potential Unleashed. Each level requires 1 Ki gauge.
  • Can dump multiple bars of meter for more levels in one install by doing the 236H+S version and holding the buttons.
  • With the held version (236H+S), time is stopped for the first 5 levels. If held for longer, the opponent will be able to move freely before Gohan finishes.
  • Potential Unleashed bonuses will remain for the rest of the match.


"Potential Unleashed" effects

Level 1

  • New move: Machinegun Punch (3L)
  • Autocombo L is different
  • Jet Uppercut: M and H versions travel further for the first hit, and deal 1 additional hit
  • Ultimate Back Attack: Gohan teleports to the opponent's position
  • Machinegun 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
  • Masenko: Gains 2 additional hits

Levels 2 ~ 3

  • Damage increased by 2% per level for all moves
  • Jet Upppercut: M and H versions deal 1 additional hit per level

Levels 4 ~ 6

  • Damage increased by 2% per level for all moves (Total Damage increase is 10% at level 6)
  • Jet Uppercut: H version deals 1 additional hit per level

Level 7

  • Gohan may chain any normal move into any other normal move, even into lighter strength moves. ("Reverse Beat")
  • Jet Uppercut: H version deals 1 additional hit (7 hits total)


Ultimate Kamehameha[edit]
Ultimate Kamehameha
214L+M or 214H+S
DBFZ AdultGohan UltimateKamehameha.png
DBFZ AdultGohan UltimateKamehameha-2.png
Also known as the "F*#King enemy crossed up my level 1"
Damage Guard Startup Active Recovery Frame Adv.
4123 All - - - -
  • A giant fullscreen beam can that can punish both the opponent and any assists.
  • Can be used as a reversal like most level 3 supers.
  • If Gotenks is not on your team, Goten will come out to help.
  • If Gotenks is not on your team, and Goku is on your team and is not used in an assist or Ultimate Z Change, Goku will come out to help.
  • If Goten doesn't come out, the hitbox will shrink slightly.
  • If Goku comes out, the hitbox will grow slightly.
  • Goku and Goten will have their own hurtboxes before Gohan receives his.
  • If Gohan swaps bodies with Ginyu, Goku/Goten will not come out.



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