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==Normals== | ==Normals== | ||
====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version=5L | |version=5L | ||
|damage= | |damage=400*2 |guard=Low, All | ||
|startup=6 |active=3(5)3 |recovery=11 |frameAdv=-3 | |startup=6 |active=3(5)3 |recovery=11 |frameAdv=-3 | ||
|description= | |description= | ||
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* The first hit is a standing low, the second hits mid. | * The first hit is a standing low, the second hits mid. | ||
* Both attacks will always come out when 5L is pressed. | * Both attacks will always come out when 5L is pressed. | ||
Two-hit sequence consisting of a quick stomp and a high punch. 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. | Two-hit sequence consisting of a quick stomp and a high punch. 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. | ||
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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. This speed in essential to Gohan's corner Leg Loops, giving him much greater corner damage than most of the cast. | 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. This speed in essential to Gohan's corner Leg Loops, giving him much greater corner damage than most of the cast. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=5LL | |version=5LL | ||
|damage= | |damage=100*4 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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* Equivalent to a non-charged 3L, which becomes a unique normal at Level 1. | * Equivalent to a non-charged 3L, which becomes a unique normal at Level 1. | ||
* Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version. | * Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version. | ||
Gohan punches 4 times in rapid succession. Actually does more damage and has better scaling than uncharged 3L, the command normal it becomes after Gohan reaches level 1 of Potential Unleashed. While normally unavailable after reaching level 1, if a level 7 Gohan uses 5M in a string, then this move becomes 5LL again for the duration of that string. As 5LL and 3L are considered separate moves, they can both be preformed within the same string. | Gohan punches 4 times in rapid succession. Actually does more damage and has better scaling than uncharged 3L, the command normal it becomes after Gohan reaches level 1 of Potential Unleashed. While normally unavailable after reaching level 1, if a level 7 Gohan uses 5M in a string, then this move becomes 5LL again for the duration of that string. As 5LL and 3L are considered separate moves, they can both be preformed within the same string. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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* Pressing Light Attack afterwards on hit will initiate a Super Dash. | * Pressing Light Attack afterwards on hit will initiate a Super Dash. | ||
* When all other characters are down, this move is Gohan's Guard Cancel attack. | * When all other characters are down, this move is Gohan's Guard Cancel attack. | ||
Gohan does a jump kick that launches opponents. Thanks to how Gohan's autocombo works and changes with his levels, this move is rarely used. It is almost impossible to combo into after a vanish, leads into less damage than Gohan's basic combo routes, and doesn't lead into any mix-ups. That is unless Gohan is at level 7, in which case this move can reverse beat into any move Gohan hasn't used yet in that string, which includes the neutral on block 2L. 5LLL can be used in combos starting from better scaling normals, such as 5M, making this move's unique smash properties much more valuable. | Gohan does a jump kick that launches opponents. Thanks to how Gohan's autocombo works and changes with his levels, this move is rarely used. It is almost impossible to combo into after a vanish, leads into less damage than Gohan's basic combo routes, and doesn't lead into any mix-ups. That is unless Gohan is at level 7, in which case this move can reverse beat into any move Gohan hasn't used yet in that string, which includes the neutral on block 2L. 5LLL can be used in combos starting from better scaling normals, such as 5M, making this move's unique smash properties much more valuable. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version=5L | |version=5L | ||
|damage= | |damage=400*2 |guard=Low, All | ||
|startup=6 |active=3 |recovery=19 |frameAdv=-3 | |startup=6 |active=3 |recovery=19 |frameAdv=-3 | ||
|description= | |description= | ||
Same as Level 0 5L. | * Same as Level 0 5L. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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* Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version. | * Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version. | ||
* Level 7: If 5LL has been used, 5M cannot be used in the same string. | * Level 7: If 5LL has been used, 5M cannot be used in the same string. | ||
Does less damage and has worse scaling than the move it copies. It cannot continue through the medium autocombo like 5M can. 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. | Does less damage and has worse scaling than the move it copies. It cannot continue through the medium autocombo like 5M can. 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. | ||
}} | }} | ||
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* Level 7: If 3H has already been used in a string, this attack will not come out and the autocombo ends at 5LL. | * Level 7: If 3H has already been used in a string, this attack will not come out and the autocombo ends at 5LL. | ||
* Level 7: If 5LLL has been used, 3H cannot be used in the same string. | * Level 7: If 5LLL has been used, 3H cannot be used in the same string. | ||
This version of Gohan's 3H doesn't lift opponents as high, does less damage, and has worse scaling than the move it copies. Jump canceling this move into j.236M allows Gohan to connect the first hit of his 5L to go into his corner Leg Loops without using up his Smash, on top of being less character specific than his other setups. Mid-screen, Gohan can go from j.236M into 5M to 3H for an air combo. These combos are stronger at level 7 thanks to being able to start the auto combo with 3L for better scaling. | This version of Gohan's 3H doesn't lift opponents as high, does less damage, and has worse scaling than the move it copies. Jump canceling this move into j.236M allows Gohan to connect the first hit of his 5L to go into his corner Leg Loops without using up his Smash, on top of being less character specific than his other setups. Mid-screen, Gohan can go from j.236M into 5M to 3H for an air combo. These combos are stronger at level 7 thanks to being able to start the auto combo with 3L for better scaling. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=5LLLL | |version=5LLLL | ||
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* Level 7: If 2L has been used, 5LLLL can still be used in the same string. | * Level 7: If 2L has been used, 5LLLL can still be used in the same string. | ||
* Level 7: If 5LLLL has been used, 2L can still be used in the same string. | * Level 7: If 5LLLL has been used, 2L can still be used in the same string. | ||
Does less damage and has worse scaling than the move it copies. Unlike Gohan's other autocombo normals, 5LLLL and 2L can be used in the same string, giving him fantastic pressure capabilities. However, if 5M is used within the same string, then Gohan's autocombo will revert back to its level 0 version, preventing Gohan from using 2L twice. Can be jump canceled on hit while the original 2L cannot. | Does less damage and has worse scaling than the move it copies. Unlike Gohan's other autocombo normals, 5LLLL and 2L can be used in the same string, giving him fantastic pressure capabilities. However, if 5M is used within the same string, then Gohan's autocombo will revert back to its level 0 version, preventing Gohan from using 2L twice. Can be jump canceled on hit while the original 2L cannot. | ||
}} | }} | ||
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* Same properties as Level 0 5LLL. | * Same properties as Level 0 5LLL. | ||
* Can be canceled into from 5LLLL on whiff. | * Can be canceled into from 5LLLL on whiff. | ||
As this version cannot be used after 5M or 3H and cannot combo properly off 2M and 5H, this version lacks some of the combo opportunities of its level 0 counterpart. Can still be used after 3L for better scaling. At level 7, this move can reverse beat into any move Gohan hasn't used yet in that string, which includes the neutral on block 2L. | As this version cannot be used after 5M or 3H and cannot combo properly off 2M and 5H, this version lacks some of the combo opportunities of its level 0 counterpart. Can still be used after 3L for better scaling. At level 7, this move can reverse beat into any move Gohan hasn't used yet in that string, which includes the neutral on block 2L. | ||
}} | }} | ||
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* Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version. | * Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version. | ||
* Level 7: If 5LL has been used, 5M cannot be used in the same string. | * Level 7: If 5LL has been used, 5M cannot be used in the same string. | ||
Gohan does a roundhouse kick that moves forward. 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. Note that at level 7, this move modifies his auto combo. | Gohan does a roundhouse kick that moves forward. 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. Note that at level 7, this move modifies his auto combo. | ||
}} | }} | ||
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* Consumes Gohan's Smash on hit if he still has it. | * Consumes Gohan's Smash on hit if he still has it. | ||
* Pressing H again cancels into Superdash. | * Pressing H again cancels into Superdash. | ||
Gohan does a side kick while moving forward. Not used as often as 5M or 2M in neutral as they have similar range, more cancel options, and are safer on whiff. Used in blockstrings to extend pressure. In combos, Gohan uses this move for corner carry mid-screen or for looping (5H > 5S > Masenko > Assist) in the corner. At level 7, Gohan can also use 5H to combo into the level 0 autocombo, but it cannot be grant the Dynamic property. | Gohan does a side kick while moving forward. Not used as often as 5M or 2M in neutral as they have similar range, more cancel options, and are safer on whiff. Used in blockstrings to extend pressure. In combos, Gohan uses this move for corner carry mid-screen or for looping (5H > 5S > Masenko > Assist) in the corner. At level 7, Gohan can also use 5H to combo into the level 0 autocombo, but it cannot be grant the Dynamic property. | ||
}} | }} | ||
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* 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 full screen, it can't be repeated into itself, and it whiffs against crouchers. While it doesn't see much use in mid-screen combos thanks to its strong knockback, its unusually high damage and good scaling for a ki blast makes it a great tool for corner combos. | 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 full screen, it can't be repeated into itself, and it whiffs against crouchers. While it doesn't see much use in mid-screen combos thanks to its strong knockback, its unusually high damage and good scaling for a ki blast makes it a great tool for corner combos. | ||
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* Is neutral on block. | * Is neutral on block. | ||
* Unlike all the other normals used in Gohan's unleashed autocombo, 2L doesn't modify it if it is used before or after the autocombo. | * Unlike all the other normals used in Gohan's unleashed autocombo, 2L doesn't modify it if it is used before or after the autocombo. | ||
* [https://snag.gy/JdwA03.jpg Hit Boxes] | * [https://snag.gy/JdwA03.jpg Hit Boxes.] | ||
Gohan jabs while crouching. Far reaching for a relatively low-commitment light attack that lacks an extended hurtbox. Its frame advantage also encourages strong stagger pressure with 5L and 2L. The true potential of this move is reached at level 7, where he can use this move at anytime, including very late into a blockstring. 2L also can still be used after it's autocombo version and vice versa, giving Gohan the ability to reset pressure twice within a string, meaning Gohan can easily lock down opponents without assists. In combos, while this move has better scaling then 5L, it is still a light attack so it will hurt a combo's overall damage and metergain. | Gohan jabs while crouching. Far reaching for a relatively low-commitment light attack that lacks an extended hurtbox. Its frame advantage also encourages strong stagger pressure with 5L and 2L. The true potential of this move is reached at level 7, where he can use this move at anytime, including very late into a blockstring. 2L also can still be used after it's autocombo version and vice versa, giving Gohan the ability to reset pressure twice within a string, meaning Gohan can easily lock down opponents without assists. In combos, while this move has better scaling then 5L, it is still a light attack so it will hurt a combo's overall damage and metergain. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=700 |guard= | |damage=700 |guard=Low | ||
|startup=12 |active=6 |recovery=17 |frameAdv= | |startup=12 |active=6 |recovery=17 |frameAdv= | ||
|description= | |description= | ||
* Hits low. | * Hits low. | ||
* Sweep grants extended hitstun. | * Sweep grants extended hitstun. | ||
Gohan slides forward, hitting low. Its long range makes it a great move to throw out during neutral, made even better by the fact that it is one of his best scaling combo starters and has many cancel options on block. Its sweep property makes it ideal for extending combos after vanish and confirms easily into (5M > 3H) mid-screen and (5H > 5S > 3H) in the corner. | Gohan slides forward, hitting low. Its long range makes it a great move to throw out during neutral, made even better by the fact that it is one of his best scaling combo starters and has many cancel options on block. Its sweep property makes it ideal for extending combos after vanish and confirms easily into (5M > 3H) mid-screen and (5H > 5S > 3H) in the corner. | ||
}} | }} | ||
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* Consumes Gohan's Smash if he still has it. | * Consumes Gohan's Smash if he still has it. | ||
* Pressing H again cancels into Superdash. | * Pressing H again cancels into Superdash. | ||
Gohan does a leaping kick. Universal anti-air that makes Gohan airborne, making it vital for going into Machine Gun Kick pressure. If this move used up his Smash, then Gohan can combo j.2H into Light Ultimate Back Attack for a knockdown mid-screen, something he needs to end combos with a super without the help of assists. | Gohan does a leaping kick. Universal anti-air that makes Gohan airborne, making it vital for going into Machine Gun Kick pressure. If this move used up his Smash, then Gohan can combo j.2H into Light Ultimate Back Attack for a knockdown mid-screen, something he needs to end combos with a super without the help of assists. | ||
}} | }} | ||
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* Cancels into specials or j.2S on hit or block. | * Cancels into specials or j.2S on hit or block. | ||
* Projectile renders on frame 13, and will continue to exist until it hits the opponent or ground. | * Projectile renders on frame 13, and will continue to exist until it hits the opponent or ground. | ||
Gohan pulls back as he fires a ki blast. Grounded version of Gohan's j.S ki blast. Can be a useful blockstring ender, as the backwards movement can allow Gohan to disengage and return to neutral. Has very little endlag, which allows Gohan to 2H through the opponent's Superdash if they try to plow through his 2S. If 2S hits, Gohan can connect a Masenko if he does it as soon as he touches the ground. The angle of the projectile makes it easy to whiff, so use it carefully. | Gohan pulls back as he fires a ki blast. Grounded version of Gohan's j.S ki blast. Can be a useful blockstring ender, as the backwards movement can allow Gohan to disengage and return to neutral. Has very little endlag, which allows Gohan to 2H through the opponent's Superdash if they try to plow through his 2S. If 2S hits, Gohan can connect a Masenko if he does it as soon as he touches the ground. The angle of the projectile makes it easy to whiff, so use it carefully. | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard= | |damage=850 |guard=High | ||
|startup=24 |active=6 |recovery=10 |frameAdv=0 | |startup=24 |active=6 |recovery=10 |frameAdv=0 | ||
|description= | |description= | ||
* Universal overhead. | * Universal overhead. | ||
* Uses the same animation and hitbox/hurtbox as j.H. | * Uses the same animation and hitbox/hurtbox as j.H. | ||
Due to how Gohan's pressure works, a surprisingly large 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. Note that Gohan requires assists or Sparking Blast to confirm 6M into a combo. | Due to how Gohan's pressure works, a surprisingly large 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. Note that Gohan requires assists or Sparking Blast to confirm 6M into a combo. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=400 |guard= | |damage=400 |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Cancelable into itself. | * Cancelable into itself. | ||
* Double jump cancelable. | * Double jump cancelable. | ||
Gohan punches below himself. 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. | Gohan punches below himself. 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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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=700 |guard= | |damage=700 |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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* Can Reverse Beat into j.L. | * Can Reverse Beat into j.L. | ||
* Autocombo version tracks the opponents position, allowing for unique combo extensions. | * Autocombo version tracks the opponents position, allowing for unique combo extensions. | ||
Gohan does a spin kick. Great air-to-air normal that can be used after a blocked H Machinegun Kick to mix your opponent up. | Gohan does a spin kick. Great air-to-air normal that can be used after a blocked H Machinegun Kick to mix your opponent up. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard= | |damage=850 |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Knock down properties change depending on how Gohan used his Smash. | * Knock down properties change depending on how Gohan used his Smash. | ||
* 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. | ||
Gohan kicks down diagonally. This move sends the opponent flying sideways, which can make it difficult to connect Potential Unleashed when away from the corner, though it does provide large amounts of corner carry. Canceling into j.2S gives Gohan access to multiple safe jump set ups. As Gohan cannot combo j.2H into Light Ultimate Back Attack at level 0 nor can he do so when his combo has scaled too much, this move still has uses in mid-screen combos. | Gohan kicks down diagonally. This move sends the opponent flying sideways, which can make it difficult to connect Potential Unleashed when away from the corner, though it does provide large amounts of corner carry. Canceling into j.2S gives Gohan access to multiple safe jump set ups. As Gohan cannot combo j.2H into Light Ultimate Back Attack at level 0 nor can he do so when his combo has scaled too much, this move still has uses in mid-screen combos. | ||
}} | }} | ||
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* Pulls Gohan back as he fires the ki blast | * Pulls Gohan back as he fires the ki blast | ||
* Cancels into specials or j.2S on hit/block | * 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. In the corner, j.S can combo into Ultimate Back Attack. At level 1 this combo works anywhere on the screen. | 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. In the corner, j.S can combo into Ultimate Back Attack. At level 1 this combo works anywhere on the screen. | ||
}} | }} | ||
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|description= | |description= | ||
* Air launcher | * Air launcher | ||
Gohan knocks the opponent further up into the air. Can be canceled with superdash if it has not already been used. | Gohan knocks the opponent further up into the air. Can be canceled with superdash if it has not already been used. | ||
Revision as of 10:50, 28 November 2018
Son Gohan (Adult) |
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Prejump: Assist Cooldown:
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Overview
After the battle with Cell, Son Gohan (AKA 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 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.
Strengths/Weaknesses
Strengths | Weaknesses |
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|
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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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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
Ultimate High Kick
Ultimate High Kick 3H |
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Machine Gun Punch
Machine Gun Punch 3L |
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Jet Uppercut
Jet Uppercut 236L/M/H |
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Machine Gun Kick
Machine Gun Kick j.236L/M/H |
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Ultimate Back Attack
Ultimate Back Attack 214L/M/H (Air OK) |
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Masenko
Masenko 236S |
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Assist
Jet Uppercut A1/A2 |
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Supers
Potential Unleashed
Potential Unleashed 236L+M or 236H+S |
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Bros. Kamehameha
Bros. Kamehameha 214L+M or 214H+S |
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