Difference between revisions of "DBFZ/Adult Gohan"

From Dustloop Wiki
Jump to: navigation, search
(Assist)
Line 554: Line 554:
  
 
Like the special move, Gohan knocks the opponent upward, leaving them in an airborne situation.
 
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.
 
  }}
 
  }}
 
}}
 
}}

Revision as of 05:07, 13 February 2018

Adult Gohan
DBFZ Adult Gohan Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Fast Fall
  

Overview

After the battle with Cell, Son Gohan 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 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

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.

Normals

5L
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 5 3 19 -3
  • Two-hit sequence consisting of a quick stomp and a high punch: 5(3)5(3)11
  • 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 370 All - - - -
  • Important points go here
5LLL 1000 All - - - -
  • Important points go here


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 5 3 19 -3
  • Important points go here
5LL 450 All - - - -
  • Important points go here
5LLL 450 All - - - -
  • Important points go here
5LLLL 450 All - - - -
  • Important points go here
5LLLLL 1000 All - - - -
  • Important points go here


5M
5M
DBFZ AdultGohan 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 9 4 20 -
  • Important points go here


5H
5H
DBFZ AdultGohan 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 10 6 18 -
  • Important points go here


5S
5S
DBFZ AdultGohan 5S.png
Damage Guard Startup Active Recovery Frame Adv.
800 All 16 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
2L
DBFZ AdultGohan 2L.png
#saiyanprivilege
Damage Guard Startup Active Recovery Frame Adv.
700 All 7 3 13 -
  • Gohan's arm has a disjointed hitbox


2M
2M
DBFZ AdultGohan 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L 11 6 17 -
  • Slides Gohan forward

Placeholder


2H
2H
DBFZ AdultGohan 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 3 29 -
  • Universal anti-air
  • Cancels directly into Machinegun Kick

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


2S
2S
DBFZ AdultGohan 2S.png
Damage Guard Startup Active Recovery Frame Adv.
600 All 12 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
6M
DBFZ AdultGohan 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -
  • Universal overhead

With his other strong high/low mixup options, it's easy to forget about 6M.


3L
3L
Machinegun Punch
DBFZ AdultGohan 3L.png
Damage Guard Startup Active Recovery Frame Adv.
296[656] All 8 1 26 -
  • Available at Level 1 Potential Unleashed
  • Holding L adds extra hits
  • Not holding L has 4 hits: 8(1)2(1)2(1)2(1)17. Each consecutive hit after the minimum is another 1 frame active and 2 frames recovery.
  • 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
3H
Ultimate High Kick
DBFZ AdultGohan 3H.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 7 4 18 -

A jump cancellable, non-smash launcher. Moves him forward slightly.

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


j.L
j.L
DBFZ AdultGohan jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H - - - -
  • Important points go here


j.M
j.M
DBFZ AdultGohan jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H - - - -
  • Important points go here


j.H
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 the 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
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
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
j.2S
DBFZ AdultGohan j2S.png
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

Jet Uppercut
Jet Uppercut
236L/M/H
DBFZ AdultGohan JetUppercut.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All 8 8 33 -30
  • Cancels into super
M 1160 All 15 4 49 -28
  • Two hits: 15(4)7(9)33
  • 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 8 4 53 -34
  • Two hits: 8(4)7(10)36
  • 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
Ultimate Back Attack
214L/M/H
DBFZ AdultGohan UltimateBackAttack.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 H 23 8 11 -4
  • A short forward hop, striking beneath him with his elbow
  • Does not cross-up

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

M 1000 H 27 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.

H 1100 H 25 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.


Machinegun Kick
Machinegun Kick
j.236L/M/H
DBFZ AdultGohan MachinegunKick.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 945 All - - - -
  • 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.

M 945 All - - - -
  • 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 - - - -
  • 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.


Masenko
Masenko
236S
DBFZ AdultGohan Masenko.png
Damage Guard Startup Active Recovery Frame Adv.
1098[1516] All 17 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

Jet Upper
A1/A2
DBFZ AdultGohan AssistJetUpper.png
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

Potential Unleashed
Potential Unleashed
236L+M or 236H+S
DBFZ AdultGohan PotentialUnleashed.png
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" 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
  • 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


Ultimate Kamehameha
Ultimate Kamehameha
214L+M or 214H+S
DBFZ AdultGohan UltimateKamehameha.png
DBFZ AdultGohan UltimateKamehameha-2.png
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 in your team, Goten will come out to help in the Kamehameha
  • If Goku is on your team, he'll show up to help (but only if Gotenks is not on your team)
  • Damage is not increased if either member of the family helps.
  • Goku and Gotenks will have their own hurtboxes before Gohan receives his.



Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc