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{| class="wikitable" style="float:right; margin-left: 10px; width:400px" | {| class="wikitable" style="float:right; margin-left: 10px; width:400px" | ||
|- | |- | ||
!Adult | !Son Gohan (Adult) | ||
|- | |- | ||
|| | || | ||
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|- | |- | ||
|| | || | ||
{{CharData-DBFZ | {{CharData-DBFZ|AdultGohan}} | ||
| | |||
}} | |||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
;Play-style | ;Play-style | ||
:Power Up | :Pressure, Power Up | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==Overview== | ==Overview== | ||
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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. | 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. | ||
===Strengths/Weaknesses=== | |||
{| | |||
|-style="text-align:left;" | |||
! Strengths !! Weaknesses | |||
|- style="vertical-align:top;text-alighn:left" | |||
| style="width: 50%;"| | |||
* Extremely well rounded; has good projectiles and can go in for tricky mix-ups. | |||
* Potential Unleashed provides him with several benefits, including the ability to break the Z Combo chain (Reverse Beat/Gatling). | |||
* For a power-up type of character, Adult Gohan starts off surprisingly competent with most of his tools already unlocked, making his power-up optional to get an exceptional character. | |||
* One of the few characters to have a meterless reversal. | |||
* Fast fall creates excellent mixups that can open up and punish opponents easily. | |||
* Fastest low in the game (6 frame 5L). | |||
* Only character to have a ground launcher that is considered an anti-air yet does not use Smash property (3H). | |||
* Masenko is an excellent fullscreen beam projectile. | |||
* Grounded ki blast that beats super dashes. | |||
* Extremely solid blockstrings, both with and without assists, thanks to j.2S, j.236X and his low 5L. | |||
* Long-reaching normals that lead to good reward. | |||
* At midscreen above average damage at level 0, arguably best damage in the game leveled up, and in the corner has the best damage in the game with leg loops. | |||
| style="width: 50%;"| | |||
* No airborne supers. | |||
* Without level 1, he does not have access to some of his strongest tools. | |||
* Leveling up to level 1 changes the way his j.236H pressure works, making it worse. | |||
* Shortest-ranged Lvl. 1 super in the game, which is also among the lowest damaging. | |||
* Long whiff recovery on some moves. | |||
|- | |||
|} | |||
===Potential Unleashed=== | ===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. | 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. | ||
{{CharLinks-DBFZ|AdultGohan}} | |||
<br clear=all/> | <br clear=all/> | ||
==Normals== | ==Normals== | ||
====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
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|version=5L | |version=5L | ||
|damage=720 |guard=L, All | |damage=720 |guard=L, All | ||
|startup= | |startup=6 |active=3(5)3 |recovery=11 |frameAdv=-3 | ||
|description= | |description= | ||
* Two-hit sequence consisting of a quick stomp and a high punch. | * Two-hit sequence consisting of a quick stomp and a high punch. | ||
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|version=5L | |version=5L | ||
|damage=720 |guard=L, All | |damage=720 |guard=L, All | ||
|startup= | |startup=6 |active=3 |recovery=19 |frameAdv=-3 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
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|version=5LLLL | |version=5LLLL | ||
|damage=450 |guard=All | |damage=450 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv=0 | ||
|description= | |description= | ||
* | *This is Gohan's 2L. This can be used to reset pressure due to its' strong frame advantage. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup=9 |active=4 |recovery=20 |frameAdv= | |startup=9 |active=4 |recovery=20 |frameAdv= | ||
|description= | |description= | ||
* | * Large normal that covers an extraordinary amount of space relative to how fast the startup is. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard=All | |damage=850 |guard=All | ||
|startup= | |startup=11 |active=6 |recovery=18 |frameAdv= | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=800 |guard=All | |damage=800 |guard=All | ||
|startup= | |startup=17 |active=3 |recovery=26 |frameAdv= | ||
|description= | |description= | ||
* Travels about 80-90% of the screen | * Travels about 80-90% of the screen | ||
* Beats super dashes | * Beats super dashes | ||
* Whiffs against crouching opponents | * 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. | 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. | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=700 |guard=All | |damage=700 |guard=All | ||
|startup= | |startup=8 |active=3 |recovery=13 |frameAdv=0 | ||
|description= | |description= | ||
* [https://snag.gy/JdwA03.jpg Hit Boxes] | * [https://snag.gy/JdwA03.jpg Hit Boxes] | ||
Far reaching for a relatively low-commit light attack that lacks an extended hurtbox. Its' frame advantage also encourages strong stagger pressure with 5L and 2L. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=700 |guard=L | |damage=700 |guard=L | ||
|startup= | |startup=12 |active=6 |recovery=17 |frameAdv= | ||
|description= | |description= | ||
* Slides Gohan forward | * Slides Gohan forward | ||
It's long range makes it a great move to throw during neutral. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard=All | |damage=850 |guard=All | ||
|startup= | |startup=14 |active=3 |recovery=29 |frameAdv= | ||
|description= | |description= | ||
* Universal anti-air | * Universal anti-air | ||
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====== <font style="visibility:hidden" size="0">2S</font> ====== | ====== <font style="visibility:hidden" size="0">2S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_AdultGohan_2S.png |caption= | |image=DBFZ_AdultGohan_2S.png |caption= Jumpback air fireball Akuma style | ||
|name=2S | |name=2S | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=600 |guard=All | |damage=600 |guard=All | ||
|startup= | |startup=14 |active=1 |recovery=24 |frameAdv= | ||
|description= | |description= | ||
* Pulls Gohan back as he fires the ki blast | * Pulls Gohan back as he fires the ki blast | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard=H | |damage=850 |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup=24 |active=6 |recovery=10 |frameAdv=0 | ||
|description= | |description= | ||
* Universal overhead | * Universal overhead | ||
Due to how Gohan's pressure works, a surprisingly high amount of people will get opened up with the universal overhead as they expect longer blockstrings. Although it's far from his best mixup, it's good to use it from time to time. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=296[656] |guard=All | |damage=296[656] |guard=All | ||
|startup= | |startup=9 |active=1(2)1(2)1(2)1 |recovery=17 |frameAdv= | ||
|description= | |description= | ||
* Available at Level 1 Potential Unleashed | * Available at Level 1 Potential Unleashed | ||
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====== <font style="visibility:hidden" size="0">3H</font> ====== | ====== <font style="visibility:hidden" size="0">3H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_AdultGohan_3H.png |caption= | |image=DBFZ_AdultGohan_3H.png |caption= #evenbettersaiyanprivilege | ||
|name=3H | |name=3H | ||
|input=Ultimate High Kick | |input=Ultimate High Kick | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=700 |guard=All | |damage=700 |guard=All | ||
|startup= | |startup=8 |active=4 |recovery=18 |frameAdv= | ||
|description= | |description= | ||
A jump cancellable, non-smash launcher. Moves him forward slightly. | *A jump cancellable, non-smash launcher. | ||
*Moves him forward slightly. | |||
*Has anti-air properties. | |||
Use this to start air combos when possible in order to preserve your launcher. | Use this to start air combos when possible in order to preserve your launcher. | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Deceptively large hitbox that can be used to control aerial space outside of j.M's most effective ranges, also used to setup for fuzzies. | ||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Great air-to-air normal | ||
It can be used after a blocked H Machinegun Kick to mix your opponent up | |||
}} | }} | ||
}} | }} | ||
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* Can be cancelled into j.2S fastfall on hit, giving Gohan extra time to set-up | * Can be cancelled into j.2S fastfall on hit, giving Gohan extra time to set-up | ||
Midscreen, j.H sends the opponent | Midscreen, j.H sends the opponent 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. | 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. | ||
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|version=L | |version=L | ||
|damage=900 |guard=All | |damage=900 |guard=All | ||
|startup= | |startup=9 |active=8 |recovery=33 |frameAdv=-30 | ||
|description= | |description= | ||
* Cancels into super | * Cancels into super | ||
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|version=M | |version=M | ||
|damage=1160 |guard=All | |damage=1160 |guard=All | ||
|startup= | |startup=16 |active=4(7)9 |recovery=33 |frameAdv=-28 | ||
|description= | |description= | ||
* Two hits: [https://snag.gy/0wY35K.jpg Hit Boxes (First)] | * Two hits: [https://snag.gy/0wY35K.jpg Hit Boxes (First)] | ||
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|version=H | |version=H | ||
|damage=1300[1426] |guard=All | |damage=1300[1426] |guard=All | ||
|startup= | |startup=9 |active=4(7)10 |recovery=36 |frameAdv=-34 | ||
|description= | |description= | ||
* Two hits | * Two hits | ||
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====== <font style="visibility:hidden" size="0">Ultimate Back Attack</font> ====== | ====== <font style="visibility:hidden" size="0">Ultimate Back Attack</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_AdultGohan_UltimateBackAttack.png |caption= | |image=DBFZ_AdultGohan_UltimateBackAttack.png |caption=Back to the ground son | ||
|input=214L/M/H | |input=214L/M/H (Air OK) | ||
|name=Ultimate Back Attack | |name=Ultimate Back Attack | ||
|data= | |data= | ||
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|version=L | |version=L | ||
|damage=900 |guard=H | |damage=900 |guard=H | ||
|startup= | |startup=24 |active=8 |recovery=11 |frameAdv=-4 | ||
|description= | |description= | ||
* A short forward hop, striking beneath him with his elbow | * A short forward hop, striking beneath him with his elbow | ||
* Does not cross-up | * Does not cross-up | ||
* With Potential Unleashed, this can be used after a 2H or j.2H, and will provide a sliding knockdown if you have a launcher in your combo, Gohan's best tool to finish a combo with Potential Unleash, without having to be in the corner or using fastfall. | |||
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. This version allows the opponent to tech as soon as they hit the ground. | 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. This version allows the opponent to tech as soon as they hit the ground. | ||
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|version=M | |version=M | ||
|damage=1000 |guard=H | |damage=1000 |guard=H | ||
|startup= | |startup=28 |active=8 |recovery=9 |frameAdv=-4 | ||
|description= | |description= | ||
* A longer ranged hop, striking beneath him with his elbow | * A longer ranged hop, striking beneath him with his elbow | ||
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|version=H | |version=H | ||
|damage=1100 |guard=H | |damage=1100 |guard=H | ||
|startup= | |startup=26 |active=8 |recovery=9 |frameAdv=-4 | ||
|description= | |description= | ||
* A long range hop, striking with his elbow | * A long range hop, striking with his elbow | ||
* Can cross-up if Gohan leaps over the opponent | * 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. This version leaves the opponent in a | 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. This version leaves the opponent in a sliding knockdown state. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Machinegun Kick</font> ====== | ====== <font style="visibility:hidden" size="0">Machinegun Kick</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_AdultGohan_MachinegunKick.png |caption= | |image=DBFZ_AdultGohan_MachinegunKick.png |caption=Time to block | ||
|input=j.236L/M/H | |input=j.236L/M/H | ||
|name=Machinegun Kick | |name=Machinegun Kick | ||
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|version=L | |version=L | ||
|damage=945 |guard=All | |damage=945 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=8 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Hold L to increase the number of hits | * Hold L to increase the number of hits | ||
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|version=M | |version=M | ||
|damage=945 |guard=All | |damage=945 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=13 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Hold M to increase the number of hits | * Hold M to increase the number of hits | ||
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|version=H | |version=H | ||
|damage=1176[1490] |guard=All | |damage=1176[1490] |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=11 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Causes a wall bounce if there has not been a smash in the combo | * Causes a wall bounce if there has not been a smash in the combo | ||
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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. | 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. | ||
'''Important''' Due to their hitbox, certain small characters can actually duck under the last few kicks of Gohan's j.236H and punish him with 2H for trying to pressure them like this. However, they have to be crouch-blocking or they'll still get hit by the last part of the move. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Masenko</font> ====== | ====== <font style="visibility:hidden" size="0">Masenko</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_AdultGohan_Masenko.png |caption= | |image=DBFZ_AdultGohan_Masenko.png |caption=Why doesn't Piccolo have this beam again? | ||
|input=236S | |input=236S | ||
|name=Masenko | |name=Masenko | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=1098[1516] |guard=All | |damage=1098[1516] |guard=All | ||
|startup= | |startup=18 |active=22 |recovery=33 |frameAdv= | ||
|description= | |description= | ||
* Gohan fires a horizontal beam in front of him | * Gohan fires a horizontal beam in front of him | ||
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==Assist== | ==Assist== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_AdultGohan_AssistJetUpper.png |caption= | |image=DBFZ_AdultGohan_AssistJetUpper.png |caption= We all know why he can't have a beam assist | ||
|input=A1/A2 | |input=A1/A2 | ||
|name=Jet Upper | |name=Jet Upper | ||
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{{MoveData | {{MoveData | ||
|image=DBFZ_AdultGohan_UltimateKamehameha.png |caption= | |image=DBFZ_AdultGohan_UltimateKamehameha.png |caption= | ||
|image2=DBFZ_AdultGohan_UltimateKamehameha-2.png |caption2= | |image2=DBFZ_AdultGohan_UltimateKamehameha-2.png |caption2= Also known as the "F*#King enemy crossed up my level 1" | ||
|input=214L+M or 214H+S | |input=214L+M or 214H+S | ||
|name=Ultimate Kamehameha | |name=Ultimate Kamehameha | ||
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* A giant fullscreen beam can that can punish both the opponent and any assists | * 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 | * Can be used as a reversal like most level 3 supers | ||
* | * 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) | * If Goku is on your team if he is not used in assist attack or DHC, 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. | * Damage is not increased if either member of the family helps. | ||
* If Gotenks is on your team, the Hitbox will shrink slightly | |||
* If Goku is on your team, the Hitbox will increase slighty | |||
* Goku and Goten will have their own hurtboxes before Gohan receives his. | * Goku and Goten will have their own hurtboxes before Gohan receives his. | ||
* If Gohan (Adult) swap bodies with Ginyu, Goku or Goten will not show up | |||
}} | }} | ||
}} | }} | ||
---- | ---- | ||
{{CharLinks | {{CharLinks-DBFZ|AdultGohan}} | ||
| | |||
}} | |||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | |||
[[Category: Gohan]] |
Revision as of 06:13, 16 August 2018
Son Gohan (Adult) |
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Prejump: Assist Cooldown:
|
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.
Strengths/Weaknesses
Strengths | Weaknesses |
---|---|
|
|
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.
Template:CharLinks-DBFZ
Normals
5L
5L Normal Version |
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5L Potential Unleashed |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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2S
2S |
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6M
6M |
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3L
3L Machinegun Punch |
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3H
3H Ultimate High Kick |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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j.2S
j.2S |
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Specials
Jet Uppercut
Jet Uppercut 236L/M/H |
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Ultimate Back Attack
Ultimate Back Attack 214L/M/H (Air OK) |
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Machinegun Kick
Machinegun Kick j.236L/M/H |
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Masenko
Masenko 236S |
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Assist
Jet Upper A1/A2 |
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Supers
Potential Unleashed
Potential Unleashed 236L+M or 236H+S |
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Ultimate Kamehameha
Ultimate Kamehameha 214L+M or 214H+S |
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