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| Every time Potential Unleashed is used, Adult Gohan will level up, improving his abilities and damage. He begins every match at Level 0, and can gain up to 7 levels. Potential Unleashed bonuses remain for the rest of the match. | | Every time Potential Unleashed is used, Adult Gohan will level up, improving his abilities and damage. He begins every match at Level 0, and can gain up to 7 levels. Potential Unleashed bonuses remain for the rest of the match. |
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| '''Level 1 Moveset Changes''' | | '''Level 1:''' |
| *[[#5L|Ground L Super Combo]] is modified. | | *[[#5L|Light Autocombo]] is modified. |
| *New move: [[#3L|Machine Gun Punch]]. | | *New move: [[#3L|Machine Gun Punch]]. |
| *[[#Jet Uppercut|Jet Uppercut]]: Light version becomes faster and has less recovery. Medium and Heavy versions travel further horizontally for the first hit. | | *[[#Jet Uppercut|Jet Uppercut]]: Light version becomes faster and has less recovery, allowing it be utilized in combos. Medium and Heavy versions travel further horizontally for the first hit. |
| *[[#Machine Gun Kick|Machine Gun Kick]]: | | *[[#Machine Gun Kick|Machine Gun Kick]]: |
| :*Kicks even more rapidly. | | :*Kicks even more rapidly, unlocking new combos. |
| :*Medium and Heavy versions travel further when forward input is held. | | :*Medium and Heavy versions now travel further when forward input is held. |
| :*Heavy version is active for longer and deals twice as many hits after hitting the opponent. | | :*Heavy version is active for longer and deals twice as many hits after hitting the opponent. |
| *[[#Ultimate Back Attack|Ultimate Back Attack]]: Teleports on start-up, tracks opponent anywhere on screen. | | *[[#Ultimate Back Attack|Ultimate Back Attack]]: Teleports on start-up, tracking the opponent anywhere on screen and becomes Adult Gohan's main combo ender. |
| *[[#Masenko|Masenko]]: Gains 2 additional hits. | | *[[#Masenko|Masenko]]: Gains 2 additional hits. |
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| '''Additional Changes''' | | |
| | '''Level 3:''' |
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| | *Adult Gohan gains a second airdash. This allows him to jump and airdash twice, or double jump and then airdash, but he cannot airdash and then double jump. |
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| | '''Level 5:''' |
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| | *Adult Gohan can cancel any normals into any other normals that hasn't been used in the string ({{keyword|Reverse Beat}}"). |
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| | '''Level 7:''' |
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| | *Adult Gohan can cancel his specials into other specials on block or hit. He can only cancel into other special moves that haven't been used in the string. |
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| | ''' Overall Changes''' |
| *[[#Jet Uppercut|Medium Jet Uppercut]] gains 1 additional hit per level from Level 1 to 3. | | *[[#Jet Uppercut|Medium Jet Uppercut]] gains 1 additional hit per level from Level 1 to 3. |
| *[[#Jet Uppercut|Heavy Jet Uppercut]] gains 1 additional hit per level from Level 1 to 7. | | *[[#Jet Uppercut|Heavy Jet Uppercut]] gains 1 additional hit per level from Level 1 to 7. |
| *All attacks' damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at Level 6. | | *All attacks' damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at Level 6. |
| *At Level 3, Gohan gains a second airdash. This allows him to jump and airdash twice, or double jump and then airdash, but he cannot airdash and then double jump.
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| *At Level 5, Gohan can cancel any normals into any other normals that hasn't been used in the string ("Reverse Beat").
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| *At Level 7, Gohan can cancel his specials into other specials on block or hit. He can only cancel into other special moves that haven't been used in the string.
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| }} | | }} |
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| * Launches on hit. | | * Launches on hit. |
| * Jump cancellable 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 {{clr|M|5M}} for combo purposes. This is also an anti-air, and can be used in the place of {{clr|H|2H}}, but must be ready to combo after landing it immediately, as there isn't ample time to hit-confirm before the opponent techs out. | | Extremely handy combo filler while possessing an abnormally high angle, allowing it to be a potential meaty against uptech recoveries. Decent hitstun and jump cancellable means this is basically a second, better {{clr|M|5M}} for combo purposes. Lastly, it is an anti-air, and can even be used in the place of {{clr|H|2H}}, but you must be ready to combo after landing it immediately, as there isn't ample time to hit-confirm before the opponent techs out. |
| }} | | }} |
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| * Anti-air DP. | | * Anti-air DP. |
| * Unscaled starter. | | * Unscaled starter. |
| Common TOD confirm. Can punish an imperfect safejump, like most 9-frame DPs. After leveling up it can be incorporated in combos. | | Common TOD confirm. Can punish an imperfect safejump, like most 9-frame DPs. After leveling up it can be incorporated into combos. |
| ---- | | ---- |
| ;{{clr|M|236M}} | | ;{{clr|M|236M}} |