Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Pressure, Power Up
Team Role
Middle
Overview
"I have to get stronger if I want to protect what's truly important to me."
After the battle with Cell, Son Gohan/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 blockstrings 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").
Adult GohanAdult Gohan is a crafty, pressure-style character who powers-up to create an overwhelming presence that smothers his opponents.
Pros
Cons
Fast and great-ranged normals gives him solid neutral.
While leveling up isn't "optional" by any means, Level 0 Adult Gohan is still pretty competent.
Notoriously long blockstrings, with leveled-up Autocombo being notably long, especially if extended with Machine Gun Punch and Machine Gun Kick.
Extremely solid pressure; his high/low mix-up is among the best in the game, with 5L being a deceptively quick low, and an instant overhead with Ultimate Back Attack that teleports when leveled-up. Also has j.2S which is an intimidating Fast-Fall.
The few characters to have a meterless reversal with Jet Uppercut, or also known as a DP.
Assist A while being only Head invulnerable, is the fastest hitting assist in the game.
Assist B has a high amount of blockstun, and gives ample time to hit confirm due to its multiple hits.
Among the highest solo damage meterless after leveling up, especially at the corner by utilizing Leg Loops.
Potential Unleashed has lackluster damage, to compensate for benefits the character gets from it. It also has short range, making some combos unable to convert off of it depending where Adult Gohan is on the screen.
Requires some knowledge of the character, as well as proper execution in order to maximize his strengths.
5S is not a traditional ki blast and therefore cannot be used in neutral often unlike other characters' ki blasts.
Despite having a plethora of neutral options, a lot are committal.
Although unlikely, if Adult Gohan somehow cannot break into Level 1, he misses out on some pressure, combo, and neutral tools.
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.
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.
On block, 5H > 2H doesn't connect. Due to this, his blockstring is slightly different than other saiyans as it skips 5H and goes straight to 2H > j.236[L].
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.
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.
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.
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)
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)
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.
Extremely active, very good against Super Dash and raw tag, and since Gohan can control his momentum, he can also baits anti-air attempts out and gets a punish. Eating a raw j.236H equals to losing 40% of your HP at minimum.
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.
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.