DBFZ/Adult Gohan: Difference between revisions

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* One of the few characters to have a meterless reversal.
* One of the few characters to have a meterless reversal.
* 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 mixups, 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 (3H and 5LLL).
* 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.
| style="width: 50%;"|
| style="width: 50%;"|
* 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; gives him little-to-no utility when it comes to his selection of supers.
* 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.
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====== <font style="visibility:hidden" size="0">5H</font> ======
====== <font style="visibility:hidden" size="0">5H</font> ======
{{MoveData
{{MoveData
|image=DBFZ_AdultGohan_5H.png |caption=
|image=DBFZ_AdultGohan_5H.png |caption=Saiyaman Kick!
|name=5H
|name=5H
|data=
|data=
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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, though note that 5H pushes opponents too far to follow-up with 2H into Machine Gun Kicks. 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 in the corner, but it cannot grant the Dynamic property.
  }}
  }}
}}
}}
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* 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, such as (2M > 5M > 3H) mid-screen and (2M > 5M > 5S > 3H) in the corner.
  }}
  }}
}}
}}
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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.


At Level 1 Potential Unleashed, 2S can cancel into L backfist for a combo.
At Level 1 Potential Unleashed, 2S can cancel into L backfist for a combo. Oof
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  }}
}}
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* 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.
}}
}}
====== <font style="visibility:hidden" size="0">3L</font> ======
{{MoveData
|image=DBFZ_AdultGohan_3L.png |caption= ATATATATATATATATA
|name=3L
|input=Machine Gun Punch
|data=
{{AttackData-DBFZ
|damage=80*4 [80*9] |guard=All
|startup=9 |active=1(2)1(2)1(2)1 |recovery=17 |frameAdv=
|description=
* Available at Level 1 Potential Unleashed.
* [] is when held.
* Holding L adds extra hits. Each consecutive hit is 1 frame active and 2 frames recovery before the next.
A rush of punches in front of Gohan that moves him forward, allowing him to stay close during pressure. Used in strings to provide extra blockstun, covering assist calls or stalling for time to regain assists. As a meaty, holding for extra duration can help cover a delayed wakeup or a back tech, but beware of reversals. Useful as an additional medium in combos though careless use of all the hits can greatly scale your combos and allow opponents to tech out of them. Counts as a separate move from level 0 5LL, so at level 7 Gohan can use both in the same string. Starting a combo with this move allows Gohan to use his autocombo with much better scaling.
}}
}}
====== <font style="visibility:hidden" size="0">3H</font> ======
{{MoveData
|image=DBFZ_AdultGohan_3H.png |caption= #evenbettersaiyanprivilege
|name=3H
|input=Ultimate High Kick
|data=
{{AttackData-DBFZ
|damage=700 |guard=All
|startup=8 |active=4 |recovery=18 |frameAdv=
|description=
* Head attribute invincible.
* Jump cancelable.
Gohan does an upward kick that moves him forward slightly. Used to start air combos while preserving Gohan's Smash. Allows him to use 5M freely during neutral and blockstrings as he doesn't need to use it to convert into air combos. Can also be used as a low commitment, high reward anti-air, though it can be difficult to time and react to a successful hit.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=High
  |damage=850 [1000]|guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* [] is on Smash hit.
* 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.
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====== <font style="visibility:hidden" size="0">j.S</font> ======
====== <font style="visibility:hidden" size="0">j.S</font> ======
{{MoveData
{{MoveData
|image=DBFZ_AdultGohan_jS.png |caption=
|image=DBFZ_AdultGohan_jS.png |caption=run awaaaay
|name=j.S
|name=j.S
|data=
|data=
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* 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.
Gohan jumps back as he fires a ki blast. 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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==Specials==
==Specials==
====== <font style="visibility:hidden" size="0">Machine Gun Punch</font> ======
{{MoveData
|image=DBFZ_AdultGohan_3L.png |caption= ATATATATATATATATA
|name=Machine Gun Punch
|input=3L
|data=
{{AttackData-DBFZ
|damage=80*4 [80*9] |guard=All
|startup=9 |active=1(2)1(2)1(2)1 |recovery=17 |frameAdv=
|description=
* Available at Level 1 Potential Unleashed.
* [] is when held.
* Holding L adds extra hits. Each consecutive hit is 1 frame active and 2 frames recovery before the next.
A rush of punches in front of Gohan that moves him forward, allowing him to stay close during pressure. Used in strings to provide extra blockstun, covering assist calls or stalling for time to regain assists. As a meaty, holding for extra duration can help cover a delayed wakeup or a back tech, but beware of reversals. Useful as an additional medium in combos though careless use of all the hits can greatly scale your combos and allow opponents to tech out of them. Counts as a separate move from level 0 5LL, so at level 7 Gohan can use both in the same string. Starting a combo with this move allows Gohan to use his autocombo with much better scaling.
}}
}}
====== <font style="visibility:hidden" size="0">Ultimate High Kick</font> ======
{{MoveData
|image=DBFZ_AdultGohan_3H.png |caption= #evenbettersaiyanprivilege
|name=Ultimate High Kick
|input=3H
|data=
{{AttackData-DBFZ
|damage=700 |guard=All
|startup=8 |active=4 |recovery=18 |frameAdv=
|description=
* Head attribute invincible.
* Jump cancelable.
Gohan does an upward kick that moves him forward slightly. Used to start air combos while preserving Gohan's Smash. Allows him to use 5M freely during neutral and blockstrings as he doesn't need to use it to convert into air combos. Can also be used as a low commitment, high reward anti-air, though it can be difficult to time and react to a successful hit.
}}
}}


====== <font style="visibility:hidden" size="0">Jet Uppercut</font> ======
====== <font style="visibility:hidden" size="0">Jet Uppercut</font> ======
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====== <font style="visibility:hidden" size="0">Machine Gun Kick</font> ======
====== <font style="visibility:hidden" size="0">Machine Gun Kick</font> ======
{{MoveData
{{MoveData
|image=DBFZ_AdultGohan_MachinegunKick.png |caption=Time to block
|image=DBFZ_AdultGohan_MachinegunKick.png |caption=Time to block.
|input=j.236L/M/H
|input=j.236L/M/H
|name=Machine Gun Kick
|name=Machine Gun Kick
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  |description=
  |description=
* Hold M to kick indefinitely until landing. Minimum 3 kicks.
* Hold M to kick indefinitely until landing. Minimum 3 kicks.
* Always moves Gohan forward, can hold 4 and 6 to shorten or lengthen the distance.
* Moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.
* At Level 1 Potential Unleashed, Gohan gains ridiculous control over the distance traveled.
* Level 1: Control over the distance traveled increases.
Unlike L Machine Gun 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.
Unlike L Machine Gun 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.
  }}
  }}
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  |startup=11 |active= |recovery= |frameAdv=
  |startup=11 |active= |recovery= |frameAdv=
  |description=
  |description=
* [] is after Potential Unleashed level 1.
* Consumes Gohan's Smash.
* Wall bounces if Gohan still has his Smash.
* Does a fixed number of hits and damage.
* Does a fixed number of hits and damage.
* [] is after Potential Unleashed level 1.
* Moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.
* Causes a wall bounce if there has not been a smash in the combo.
* Level 1: Control over the distance traveled increases.
* Always moves Gohan forward, can hold 4 and 6 to shorten or lengthen the distance.
Like M Machine Gun Kick, the H version does not carry momentum and always moves Gohan forward. On block or hit, Gohan does not descend during H Machine Gun Kick. This allows him to preserve his height and easily followup with something like an airdash (even when cancelled from a grounded 2H).
* At Level 1 Potential Unleashed, Gohan gains ridiculous control over the distance traveled.
Like M Machine Gun Kick, the H version does not carry momentum and always moves Gohan forward.
 
On block or hit, Gohan does not descend during H Machine Gun Kick. This allows him to preserve his height and easily followup with something like an airdash (even when cancelled from a grounded 2H).


'''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.  
'''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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  |startup=18 |active=22 |recovery=33 |frameAdv=
  |startup=18 |active=22 |recovery=33 |frameAdv=
  |description=
  |description=
* Gohan fires a horizontal beam in front of him.
* [] is after Level 1 Potential Unleashed.
* Level 1: Gains two additional hits.
* Beats super dashes.
* Beats super dashes.
* Cannot be angled, ground only.
* Cannot be angled, ground only.
* [] is after Level 1 Potential Unleashed.
Gohan fires a horizontal beam in front of him. Faster startup, bigger recovery than most beams. Has fantastic synergy with other beams, covering its recovery to allow Gohan to get in. Gains 2 more hits after Potential Unlock level 1 which are added to the end of the move, increasing its hitstun. It still clashes with other beams in the same fashion as its level 0 counterpart. Can convert into a combo by doing (Masenko > Vanish > 2M).
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.
  }}
  }}
}}
}}
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==Assist==
==Assist==
{{MoveData
{{MoveData
|image=DBFZ_AdultGohan_AssistJetUpper.png |caption= We all know why he can't have a beam assist
|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 Uppercut
|name=Jet Uppercut
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  |description=
  |description=
* The damage buff from levels 2-6 of Potential Unleashed applies to his assist as well.
* 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.
* Identical to Light Jet Uppercut.
 
Gohan warps in and does an uppercut, knocking the opponent upward and leaving them in an airborne situation. Always appears on the ground just barely in front of the point character, which makes it difficult to combo into especially from air combos. This is further compounded by the low hitstun this move provides, so follow-ups must be done quickly or preemptively. In neutral, the move's air invulnerability is useful for stopping jump-ins. Like all assists, it can be used to extend pressure though this requires the point character to compensate for the move's poor horizontal range.
Very good "get off me" tool,as well as an obvious combo starter.
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Explosion of ki energy around Gohan that launches opponents and powers him up. Has very little recovery.
* Can stack up to 7 levels of Potential Unleashed. Each level requires 1 Ki gauge.
* Can stack up to 7 levels of Potential Unleashed. Each level requires 1 Ki gauge.
* Potential Unleashed bonuses will remain for the rest of the match.
* Potential Unleashed bonuses will remain for the rest of the match.
* Can dump multiple bars of meter for more levels in one install by doing 236H+S and holding the buttons.
* Can dump multiple bars of meter for more levels in one install by doing 236H+S and holding the buttons.
* With the held version, time is stopped for the first 5 levels. If held for longer, the opponent will be able to move freely before Gohan finishes.
* With the held version, time is stopped for the first 5 levels. If held for longer, time will resume before Gohan finishes.
* Holding for more than 5 levels renders Gohan fully invincible for the rest of the move.
* Holding for more than 5 levels renders Gohan fully invincible for the rest of the move.
* Damage bonus from Potential Unleashed is applied to this super the moment Gohan achieves the next level.
* Damage bonus from Potential Unleashed is applied to this super the moment Gohan achieves the next level.
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** This also applies to the held version, going from Lv.0 to Lv.3 will do 2184 (4% more damage), from Lv.3 to Lv.7 will do 2585 (10% more) and so on.
** This also applies to the held version, going from Lv.0 to Lv.3 will do 2184 (4% more damage), from Lv.3 to Lv.7 will do 2585 (10% more) and so on.
** Maximum damage this super can do is 3410, going from Lv.0 to Lv.7 (1600+250*6 altogether with the 10% bonus).
** Maximum damage this super can do is 3410, going from Lv.0 to Lv.7 (1600+250*6 altogether with the 10% bonus).
* Minimum damage is 640, +100 per extra bar spent, and is not affected by the damage buff per level.
<br clear=all/>
<br clear=all/>
<center>'''"Potential Unleashed" effects'''</center><div class="mw-collapsible mw-collapsed"><br>
<center>'''"Potential Unleashed" effects'''</center><div class="mw-collapsible mw-collapsed"><br>
'''Level 1'''
'''Level 1'''
* New move: Machine Gun Punch (3L).
* New move: Machine Gun Punch (3L).
* Autocombo L is different.
* Autocombo L is modified.
* Jet Uppercut: M and H versions travel further for the first hit, and deal 1 additional hit.
* Jet Uppercut: M and H versions travel further horizontally for the first hit, and deal 1 additional hit.
* Ultimate Back Attack: Gohan teleports to the opponent's position.
* Ultimate Back Attack: Start-up becomes a teleport, follows opponent's position.
* Machine Gun Kick:
* Machine Gun Kick:
** Attacks more rapidly.
** Attacks more rapidly.
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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= Also known as the "F*#King enemy crossed up my level 1"
|image2=DBFZ_AdultGohan_UltimateKamehameha-2.png |caption2= New Super Laser Brothers for the Nintendo Laser
|input=214L+M or 214H+S
|input=214L+M or 214H+S
|name=Bros. Kamehameha
|name=Bros. Kamehameha
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* A giant fullscreen beam can that can punish both the opponent and any assists.
* Invincible on start-up.
* Can be used as a reversal like most level 3 supers.
* Inflicts a hard knock down on hit.
* If Gotenks is not on your team, Goten will come out to help.
* If Gotenks is not on your team, Goten will come out to help.
* If Gotenks is not on your team, and SS Goku is on your team and is not used in an assist or Ultimate Z Change, Goku will come out to help.
* If Gotenks is not on your team, and SS Goku is on your team and is not on screen from an assist or Ultimate Z Change, Goku will come out to help.
* If Goten doesn't come out, the hitbox will shrink slightly.
* If Goku comes out, the hitbox will grow slightly.
* 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 swaps bodies with Ginyu, Goten/Goku will not come out.
* If Gohan swaps bodies with Ginyu, he will only ever do the solo version.
 
Gohan fires a giant fullscreen beam can that can punish both the opponent and any assists. The beam's vertical height increases with the number of people who tag in to help him, which depends on team composition. Not often used as a reversal as Medium Jet Uppercut is fully invincible, meterless, and vanish cancelable. Has much better range than his level 1 super, making it vital for ending combos that are out of its range. Th hard knock down is great for maintaining offensive momentum, though it is hard to utilize outside of the corner.
  }}
  }}
}}
}}

Revision as of 03:23, 18 January 2019

Son Gohan (Adult)
DBFZ Adult Gohan Portrait.png

Health:

Prejump:

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Pressure, Power Up

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
  • Extremely well-rounded; has good projectiles, solid ranged normals and powerful pressure/mixup game which overall give him solid neutral.
  • Potential Unleashed provides him with several benefits, including adding more hits to his special moves, modifying his auto combos, and granting him the ability to break the Z Combo chain (Reverse Beat).
  • 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.
  • 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 mixups, 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 in 3H.
  • 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.
  • 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.
  • 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.
  • 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. 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.
  • Long whiff recovery on some moves, thus he must commit to some of his options especially on block.
  • Extremely technical, as many of his combos and block strings require tight execution.

Template:CharLinks-DBFZ

Normals

5L
5L
Normal Version
DBFZ AdultGohan 5L.png
Mix-up City
DBFZ AdultGohan 5LL.png
ORAORAORAORA
DBFZ AdultGohan 5LLL.png
Fishing for Dragon Balls.
400*2 Low, All - 6 3(5)3 11 - - 100*4 All - - - 1000 All - - -
5L
Potential Unleashed
DBFZ AdultGohan Potential5L.png
Mix-up City Combo and block string filler. Leg loop tool in the corner, launcher mid-screen. "Gee Gohan, why does Toriyama let you have two pressure reset normals?" Actually kinda scary at level 7.
400*2 Low, All - 6 3 19 - - 450 All - - - 450 All - - - 450 All - - - 1000 All - - -
5M
5M
DBFZ AdultGohan 5M.png
Gohan's go to combo starter.
700 All - 9 4 20 - -
5H
5H
DBFZ AdultGohan 5H.png
Saiyaman Kick!
850 All - 11 6 18 - -
5S
5S
DBFZ AdultGohan 5S.png
Talk to the hand.
800 All - 17 3 26 - -
2L
2L
DBFZ AdultGohan 2L.png
#saiyanprivilege
700 All - 8 3 13 - -
2M
2M
DBFZ AdultGohan 2M.png
700 Low - 12 6 17 - -
2H
2H
DBFZ AdultGohan 2H.png
850 All - 14 3 29 - -
2S
2S
DBFZ AdultGohan 2S.png
Jump back air fireball, Akuma style.
600 All - 14 1 24 - -
6M
6M
850 High - 24 6 10 - -
3L
3L
Machine Gun Punch ATATATATATATATATA
80*4 [80*9] All - 9 1(2)1(2)1(2)1 17 - -
3H
3H
Ultimate High Kick
DBFZ AdultGohan 3H.png
#evenbettersaiyanprivilege
700 All - 8 4 18 - -
j.L
j.L
DBFZ AdultGohan jL.png
400 High - - -
j.M
j.M
DBFZ AdultGohan jM.png
700 High - - -
j.H
j.H
DBFZ AdultGohan jH.png
850 [1000] High - - -
j.S
j.S run awaaaay
600 All - - -
j.2H
j.2H
850 All - - -
j.2S
j.2S
DBFZ AdultGohan j2S.png
Z
O
O
M
- - -

Specials

Jet Uppercut
Jet Uppercut
236L/M/H
DBFZ AdultGohan JetUppercut.png
May or may not be his original move he used on Cell, but still it's even better. Shoryuken~!
900 All - 9 8 33 - - 600, 800, [180*Level] All - 16 4(7)9 33 - - 600, 1000, [180*Level] All - 9 4(7)10 36 - -
Machine Gun Kick
Machine Gun Kick
j.236L/M/H
DBFZ AdultGohan MachinegunKick.png
Time to block.
350*N All - 8 - - 350*N All - 13 - - 60*10,700 [50*19,700] All - 11 - -
Ultimate Back Attack
Ultimate Back Attack
214L/M/H (Air OK)
DBFZ AdultGohan UltimateBackAttack.png
Back to the ground son!
900 High - 24 8 11 - - 1000 High - 28 8 9 - - 1100 High - 26 8 9 - -
Masenko
Masenko
236S
DBFZ AdultGohan Masenko.png
Why doesn't Piccolo have this beam again?
262*5 [262*7] All - 18 22 33 - -

Assist

Jet Uppercut
A1/A2 We all know why he can't have a beam assist.
800 All - - -

Supers

Potential Unleashed
Potential Unleashed
236L+M or 236H+S
DBFZ AdultGohan PotentialUnleashed.png
"I'm done playing games!"
1600 All - - - +250 per extra bar spent All - - -
Bros. Kamehameha
Bros. Kamehameha
214L+M or 214H+S
DBFZ AdultGohan UltimateKamehameha.png
DBFZ AdultGohan UltimateKamehameha-2.png
New Super Laser Brothers for the Nintendo Laser
290*24 All - - -

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