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* Fastfalling creates excellent mixups/cross-ups that can open up and punish opponents easily, as well as controlling his aerial momentum. | * Fastfalling creates excellent mixups/cross-ups that can open up and punish opponents easily, as well as controlling his aerial momentum. | ||
* Extremely solid blockstrings and mix-ups, both with and without assists, thanks to j.2S, j.236X, 214X, his low-hitting 5L (fastest low in the game at 6 frames), and pressure resetting normals in 2L and 5LLLL. | * Extremely solid blockstrings and mix-ups, both with and without assists, thanks to j.2S, j.236X, 214X, his low-hitting 5L (fastest low in the game at 6 frames), and pressure resetting normals in 2L and 5LLLL. | ||
* Only character to have a ground launcher that is considered an anti-air yet does not use Smash property | * Only character to have a ground launcher that is considered an anti-air yet does not use Smash property in 3H. | ||
* Grounded ki blast beats super dashes with his Masenko being an excellent fullscreen beam projectile. | * Grounded ki blast beats super dashes with his Masenko being an excellent fullscreen beam projectile. | ||
* Midscreen he has above average damage at level 0, arguably the best damage in the game leveled up, and in the corner has the best damage in the game with j.236X loops. | * Midscreen he has above average damage at level 0, arguably the best damage in the game leveled up, and in the corner has the best damage in the game with j.236X loops. | ||
* Can dump meter all at once to level up Potential Unleashed anywhere from 1 to 7. Each bar spent increases the super's damage, making it a useful finisher. | |||
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* Without level 1, he does not have access to some of his strongest tools. | * Without level 1, he does not have access to some of his strongest tools. | ||
* Leaving level 0 makes his Machine Gun Kick's pressure less consistent and prevents his Light Ultimate Back Attack from connecting after a vanish. | |||
* Does not have a good way to win neutral through the air aside from his j.M. | * Does not have a good way to win neutral through the air aside from his j.M. | ||
* Level 7 is extremely costly to obtain and all investments into it are lost when Gohan goes down (though he will still have his levels when revived by Shenron). | * Level 7 is extremely costly to obtain and all investments into it are lost when Gohan goes down (though he will still have his levels when revived by Shenron). | ||
* Shortest-ranged Lvl. 1 super in the game, which is also among the lowest damaging | * Shortest-ranged Lvl. 1 super in the game, which is also among the lowest damaging. The charge version's increased damage is very meter inefficient, doing less than most level 3 supers after using 7 bars. | ||
* Gohan's supers are too expensive for the little utility they provide. | |||
* Assist is somewhat difficult to utilize thanks to its poor range and hitstun. | * Assist is somewhat difficult to utilize thanks to its poor range and hitstun. | ||
* Long whiff recovery on some moves, thus he must commit to some of his options especially on block. | * Long whiff recovery on some moves, thus he must commit to some of his options especially on block. |
Revision as of 09:59, 17 December 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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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 Machine Gun 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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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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