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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 in 3H. | * 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. | ||
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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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|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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==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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* 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. | ||
** E.g. at Level 1 with no damage bonuses yet, this super will do 2% more damage as Gohan reaches Level 2 during the super freeze. | ** E.g. at Level 1 with no damage bonuses yet, this super will do 2% more damage as Gohan reaches Level 2 during the super freeze. | ||
** 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> | ||
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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. | |||
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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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