DBFZ/Adult Gohan: Difference between revisions

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* Upon using, Gohan jumps up a bit before falling down.
* 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.
* 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.
* 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.
* 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.
* 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.
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.
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Revision as of 06:49, 7 November 2019

Son Gohan (Adult)
DBFZ Adult Gohan Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Pressure, Power Up
Team Role
Middle

Overview

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

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

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

5L (Level 0)
5L
Level 0
DBFZ AdultGohan 5L.png
Mix-up City
DBFZ AdultGohan 5LL.png
DBFZ AdultGohan 5LLL.png
Template:AttackDataHeader-DBFZ
5L
  • 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


5LL Level 0
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100×4 All 9 1{(2)1}×3 17 -2 B - - - 2%×4 2 - - -
DBFZ AdultGohan 5LL.png
  • Mostly combo filler.
5LLL


5LLL Level 0
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 11 2 19 -5 B - U3+ - 12% 4 - - -
DBFZ AdultGohan 5LLL.png
  • Counts as grounded.
  • Smash hit can link to j.L.
5L (Level 1+)
5L
Level 1+
DBFZ AdultGohan Potential5L.png
Your entire blockstring
Template:AttackDataHeader-DBFZ
5L
5LL
  • 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
  • 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
  • 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
  • Launches higher than Level 0 5LLL.
5M
5M
DBFZ AdultGohan 5M.png
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 9 4 20 -8 B - - - 7% 2 - - -
DBFZ AdultGohan 5M.png


  • 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
5H
DBFZ AdultGohan 5H.png
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 11 6 18 -8 B - U1 - 12% 4 - - -
DBFZ AdultGohan 5H.png


  • 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
5S
DBFZ AdultGohan 5S.png
Talk to the hand
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 All 17 4 25 -2 P1 - - - 6% 3 - - -
DBFZ AdultGohan 5S.png


  • 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
2L
DBFZ AdultGohan 2L.png
#saiyanprivilege
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 7 3 13 ±0 B - - - 7% 2 - - -
Clash level 1
DBFZ AdultGohan 2L.png
War crime 2


  • Disjointed hitbox.

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

2M
2M
DBFZ AdultGohan 2M.png
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 12 9 17 -10 B - - - 7% 2 - - -
DBFZ AdultGohan 2M.png


  • Slides halfscreen.
  • Launches on hit.
2H
2H
DBFZ AdultGohan 2H.png
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 14 3 27 -16 B 4-18 Head U1+ - 12% 4 - - -
Airborne during frames 10-33
When canceled into other actions, gives 8F of landing recovery
DBFZ AdultGohan 2H.png


  • Head invul from frame 4.
  • Smash hit launches higher with more hitstun.
  • Puts Gohan in the air, true blockstring into j.236X.
2S
2S
DBFZ AdultGohan 2S.png
Jump back air fireball, Akuma style.
Template:AttackDataHeader-DBFZ
2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 All 12 [9] - Total 36 [Total 33] -4 P1 - - - 6% 2 - - -
Values in [ ] are when canceled from j.2S
Airborne during frames 4-30 [1-27]
DBFZ AdultGohan 2S.png


  • 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
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L ±0 B - - - 12% 3 - - -
Airborne during frames 5-33
DBFZ AdultGohan jH.png


  • Universal overhead.
  • Uses the same animation and hitbox/hurtbox as j.H.

Can be made plus by delaying Level 1 autocombo.

3L
3L
Machine Gun Punch
Template:AttackDataHeader-DBFZ
3L


3L
Machine Gun Punch
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
80×4 All 9 1{(2)1}×3 17 -2 B - - - 2%×4 2 - - -
DBFZ AdultGohan 5LL.png
3[L]


3[L]
Machine Gun Punch (Hold)
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
80×9 All 9 1{(2)1}×8 17 -2 B - - - 2%×9 2 - - -
DBFZ AdultGohan 5LL.png
  • Available at Level 1 Potential Unleashed.
  • Holding L adds extra hits.

Good blockstring filler, average combo filler.

3H
3H
Ultimate High Kick
DBFZ AdultGohan 3H.png
Template:AttackDataHeader-DBFZ
3H
Ultimate High Kick
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 8 4 18 -6 B 6-11 Head - - 7% 2 - - -
Clash level 4
DBFZ AdultGohan 3H.png


  • 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
j.L
DBFZ AdultGohan jL.png
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 5 10 - H - - - 5% 1 - - -
DBFZ AdultGohan jL.png


  • Bad horizontal range but great vertical range.

Go-to fuzzy normal.

j.M
j.M
DBFZ AdultGohan jM.png
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 9 4 16 - H - - - 7% 2 - - -
DBFZ AdultGohan jM.png


  • Good air-to-air normal.
j.H
j.H
DBFZ AdultGohan jH.png
Template:AttackDataHeader-DBFZ
5LLLLLLL
  • Causes a wall bounce on Smash hit.
j.H


j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 11 4 20 - H - D1+ [D3+] - 12% 3 / 4 - - -
DBFZ AdultGohan jH.png
  • 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
j.S Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 All 9 - Total 26+5L - P1 - - - 6% 2 - - -
DBFZ AdultGohan 2S.png


  • Air 2S.

Has enough hitstun to combo into SD in the corner.

j.2H
j.2H Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 11 3 19 - H - U1+ - 12% 3 - - -
DBFZ AdultGohan 2H.png


  • Smash hit launches higher with more hitstun.
j.2S
j.2S
DBFZ AdultGohan j2S.png
Template:AttackDataHeader-DBFZ
j.2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
- - - - Total: Until L+9 - - - - - - - - - -
Movement starts on frame 9
Cancelable starting on frame 6 after landing
DBFZ AdultGohan j2S.png


  • 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

Jet Uppercut
Jet Uppercut
236L/M/H
DBFZ AdultGohan JetUppercut.png
Half screen DP
Template:AttackDataHeader-DBFZ
L
  • Head attribute invul from frame 1.

Unscaled starter.

M (Level 0)


236M Level 0
M Jet Uppercut (Level 0)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600×2 / 600×2,150 All 16 4(7)9 40 -37 B 1-19 All U1+ - 6%×2 / 6%×3 3 - - -
Airborne during frames ?-63
DBFZ AdultGohan JetUppercut.png
M (Level 1+)
  • 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)


236H Level 0
H Jet Uppercut (Level 0)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600,800 / 600,800,150 All 9 4(7)10 43 -41 - 1-12 All U1+ - -50% 3 - - -
Airborne during frames ?-60
On Smash hit, recovery is 40F
DBFZ AdultGohan JetUppercut.png
H (Level 1+)
  • Almost identical to M version with slightly faster startup and further range.
Machine Gun Kick
Machine Gun Kick
j.236L/M/H
DBFZ AdultGohan MachinegunKick.png
lööp
Template:AttackDataHeader-DBFZ
L (Level 0)


j.236L Level 0
L Machine Gun Kick (Level 0)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
250×3~N All 7 2{(3)2}×2~N 12 -4 H - - - 2%×3~N 1 - - -
Hold L/M/H to kick indefinitely until landing
If landed mid-attack, landing recovery is 9F
DBFZ AdultGohan MachinegunKick.png
L (Level 1+)
  • 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)


j.236M Level 0
M Machine Gun Kick (Level 0)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
250×3~N All 13 2{(3)2}×2~N 12 -4 H - - - 2%×3~N 1 - - -
Hold L/M/H to kick indefinitely until landing
If landed mid-attack, landing recovery is 9F
DBFZ AdultGohan MachinegunKick.png
M (Level 1+)
  • 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)


j.236H Level 0
H Machine Gun Kick (Level 0)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
50×10 / 50×10,700 All 11 2{(2)2}×9 12 +1 H - U1+ - -50% 2 - - -
If landed mid-attack, landing recovery is 6F
DBFZ AdultGohan MachinegunKick.png
H (Level 1+)
  • 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
Ultimate Back Attack
214L/M/H (Air OK)
DBFZ AdultGohan UltimateBackAttack.png
Back to the ground son!
Template:AttackDataHeader-DBFZ
Ground L (Level 0)


214L Level 0
L Ultimate Back Attack (Level 0)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 High 24 8 11 -3 H - D1 - 12% 3 - - -
DBFZ AdultGohan UltimateBackAttack.png
Ground L (Level 1+)
Air L (Level 0)


j.214L Level 0
Air L Ultimate Back Attack (Level 0)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 High 24 8 13 - H - D1 - 12% 3 - - -
DBFZ AdultGohan UltimateBackAttack.png
Air L (Level 1+)
  • 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)


214M Level 0
M Ultimate Back Attack (Level 0)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 High 28 8 11 -3 H - D1 - 12% 3 - - -
DBFZ AdultGohan UltimateBackAttack.png
Ground M (Level 1+)
Air M (Level 0)


j.214M Level 0
Air M Ultimate Back Attack (Level 0)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 High 28 8 13 - H - D1 - 12% 3 - - -
DBFZ AdultGohan UltimateBackAttack.png
Air M (Level 1+)
  • 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)


214H Level 0
H Ultimate Back Attack (Level 0)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 High 26 8 11 -3 H - D1 - -50% 3 - - -
DBFZ AdultGohan UltimateBackAttack.png
Ground H (Level 1+)
Air H (Level 0)


j.214H Level 0
Air H Ultimate Back Attack (Level 0)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 High 26 8 13 - H - D1 - -50% 3 - - -
DBFZ AdultGohan UltimateBackAttack.png
Air H (Level 1+)
  • 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
Masenko
236S
DBFZ AdultGohan Masenko.png
Why doesn't Piccolo have this beam again?
Template:AttackDataHeader-DBFZ
Level 0


236S Level 0
Masenko (Level 0)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
262×5 All 18 25 21 -16 P3 - - - 2.4%×5 3 - - -
Whiff cancelable into Super Dash during recovery
DBFZ AdultGohan Masenko.png
Level 1+
  • Even at Level 1+, it will still cancel out with typical 5-hit beams.

Used for corner combo with Assists.

Assist

Jet Uppercut
A1/A2 So good that it got nerfed
Template:AttackDataHeader-DBFZ
  • Receives the damage buff from Potential Unleashed.
  • Head invul.

It's the fastest assist in the game.

Supers

Potential Unleashed
Potential Unleashed
236L+M or 236H+S
DBFZ AdultGohan PotentialUnleashed.png
Template:AttackDataHeader-DBFZ
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
  • 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
Bros. Kamehameha
214L+M or 214H+S
DBFZ AdultGohan UltimateKamehameha.png
DBFZ AdultGohan UltimateKamehameha-2.png
Template:AttackDataHeader-DBFZ
  • 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

To edit frame data, edit values in DBFZ/Adult Gohan/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

Template:Navbar-DBFZ