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| * '''Stagger Pressure''': Among the best stagger pressure equipped with devastating frametraps along with many points to reset blockstrings. At Level 5 and up, can end any blockstring with ±0 on block {{clr|L|2L}} or -2 {{clr|L|3L}}. | | * '''Stagger Pressure''': Among the best stagger pressure equipped with devastating frametraps along with many points to reset blockstrings. At Level 5 and up, can end any blockstring with ±0 on block {{clr|L|2L}} or -2 {{clr|L|3L}}. |
| * '''Mix-ups''': A toolkit filled to the brim with mix-up options. High/low with {{clr|L|5L}} and {{clr|L|j.L}}, left/right with {{clr|S|j.S}} and {{clr|M|j.M}} or with Level 1 {{MMC|input=214L Level 1+|label={{clr|L|214L}}}}/{{MMC|input=214M Level 1+|label={{clr|M|M}}}}, blinding {{MMC|input=j.2S|label=fast falls}}, have we mentioned {{keyword|F-Shiki}} setups at Level 3? | | * '''Mix-ups''': A toolkit filled to the brim with mix-up options. High/low with {{clr|L|5L}} and {{clr|L|j.L}}, left/right with {{clr|S|j.S}} and {{clr|M|j.M}} or with Level 1 {{MMC|input=214L Level 1+|label={{clr|L|214L}}}}/{{MMC|input=214M Level 1+|label={{clr|M|M}}}}, blinding {{MMC|input=j.2S|label=fast falls}}, have we mentioned {{keyword|F-Shiki}} setups at Level 3? |
| * '''Combos''': Arsenal enables lots of creativity with combos which lead to extremely high damage, from leg loops to Level 5 reverse beat combos. | | * '''Combos''': Arsenal enables lots of combo creativity leading to extremely high damage, from leg loops, Level 5 {{keyword|Reverse Beat}} combos, and to Level 7 special move conversions. |
| * '''Reversal''': His {{clr|M|M}} and {{clr|H|H}} {{MMC|input=236M Level 1+|label=DP}} travel half-screen at Level 1 and can be made ''safe on block'' at Level 7. | | * '''Reversal''': His {{clr|M|M}} and {{clr|H|H}} {{MMC|input=236M Level 1+|label=DP}} travel half-screen at Level 1 and can be made ''safe on block'' at Level 7. |
| * '''Assist Variety''': All 3 of his assists fill different niches: [[DBFZ/Adult Gohan#Assist_A|A]] for pressure, [[DBFZ/Adult Gohan#Assist_B|B]] for blockstrings, and [[DBFZ/Adult Gohan#Assist_C|C]] for neutral. | | * '''Assist Variety''': All 3 of his assists fill different niches: [[DBFZ/Adult Gohan#Assist_A|A]] for pressure, [[DBFZ/Adult Gohan#Assist_B|B]] for blockstrings, and [[DBFZ/Adult Gohan#Assist_C|C]] for neutral. |
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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 gains full {{keyword|Reverse Beat}}, allowing him to regularly cancel any normals into any other normals. Cannot use the same normal consecutively. |
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| | '''Level 7:''' |
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| | *Adult Gohan can cancel his special moves into other special moves on block or hit. Cannot use the same special move consecutively. |
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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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| ** Level 5: If {{clr|M|5M}} has already been used in a string, autocombo reverts back to level 0 version. | | ** Level 5: If {{clr|M|5M}} has already been used in a string, autocombo reverts back to level 0 version. |
| ** Does less damage, has worse scaling, and is more minus on block than the move it copies. | | ** Does less damage, has worse scaling, and is more minus on block than the move it copies. |
| | ---- |
| * {{clr|L|5LLL}} is equivalent to {{clr|H|3H}}, though doesn't have Head invul. | | * {{clr|L|5LLL}} is equivalent to {{clr|H|3H}}, though doesn't have Head invul. |
| ** Launches on hit. | | ** Launches on hit. |
| ** Level 5: If {{clr|H|3H}} has already been used in a string, this attack will not come out and the autocombo ends at {{clr|L|5LL}}. If {{clr|L|5LLL}} has been used, {{clr|H|3H}} cannot be used in the same string. | | ** Level 5: While technically a different button, if {{clr|H|3H}} has already been used in a string, this attack will not come out and the autocombo ends at {{clr|L|5LL}}. Subsequently, if {{clr|L|5LLL}} has been used, {{clr|H|3H}} cannot be used in the same string. |
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| * {{clr|L|5LLLL}} Can be used to reset pressure due to it having the same frame advantage as {{clr|L|2L}}. | | * {{clr|L|5LLLL}} Can be used to reset pressure due to it having the same frame advantage as {{clr|L|2L}}. |
| ** Unlike other autocombo normals, {{clr|L|5LLLL}} and {{clr|L|2L}} can be used in the same string, giving him fantastic pressure capabilities. | | ** Luckily unlike other autocombo normals, {{clr|L|5LLLL}} and {{clr|L|2L}} is able to be used in the same string, giving him fantastic pressure capabilities. |
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| * {{clr|L|5LLLLL}} launches higher than Level 0 {{clr|L|5LLL}}. | | * {{clr|L|5LLLLL}} launches higher than Level 0 {{clr|L|5LLL}}. |
| }} | | }} |
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| * Great horizontal range, will hit at round start distance. | | * Great horizontal range, will hit at round start distance. |
| * Wall bounces on Smash hit. | | * Wall bounces on Smash hit. |
| The fastest {{clr|H|5H}} in the game. | | The fastest {{clr|H|5H}} in the game. |
| }} | | }} |
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| Useful to disengage and return to neutral, although locks Adult Gohan in place for a while and can lose bad to an instant Super Dash. Use it only when your opponent won't anticipate it. | | Useful to disengage and return to neutral, although locks Adult Gohan in place for a while and can lose bad to an instant Super Dash. Use it only when your opponent won't anticipate it. |
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| Has enough hitstun to combo into SD in the corner for the universal Leg Loops version. | | Has enough hitstun to combo into SD in the corner. |
| }} | | }} |
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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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| * Smash hit launches higher with more hitstun. | | * Smash hit launches higher with more hitstun. |
| * One of the fastest j.2Hs in the game, allowing your combos to be just a hair longer due to less hitstun decay. | | * One of the fastest j.2Hs in the game, allowing your combos to be just a hair longer due to less hitstun decay. |
| Can be linked into off of Level 1 {{clr|M|j.236M}} in BnBs, allowing for a sliding knockdowns with Level 1 {{clr|L|j.214L}}/{{clr|H|H}}. | | Can be linked into off of Level 1 {{clr|M|j.236M}} {4} in BnBs, allowing for a sliding knockdowns with Level 1 {{clr|L|j.214L}}/{{clr|H|H}}. |
| }} | | }} |
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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, especially after leveling up as it can now be used in combos. |
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| ;{{clr|M|236M}} | | ;{{clr|M|236M}} |