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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 | * 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 | * 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 | * 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 | 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 | 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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* 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= | ||
* 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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====== <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. | ||
* | * Moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. | ||
* | * 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. | ||
* | * Moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. | ||
* Level 1: Control over the distance traveled increases. | |||
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). | |||
* | |||
Like M Machine Gun Kick, the H version does not carry momentum and always moves Gohan forward. | |||
'''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= | ||
* | * [] 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. | ||
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. | |||
Can convert into a combo by doing Masenko > Vanish | |||
}} | }} | ||
}} | }} | ||
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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. | ||
* 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. | |||
}} | }} | ||
}} | }} | ||
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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, | * 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 | * 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: | * 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= | |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= | ||
* | * Invincible on start-up. | ||
* | * 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 | * 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. | ||
* 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, | * 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) |
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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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