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(changed significant increase in Level 3 size from Goku to slight. Hitbox size tested using Trunks Cyclone Jump for reliable height tests.) |
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{| class="wikitable" style="float:right; margin-left: 10px; width:400px" | {| class="wikitable" style="float:right; margin-left: 10px; width:400px" | ||
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!Adult | !Son Gohan (Adult) | ||
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|- style="vertical-align:top;text-alighn:left" | |- style="vertical-align:top;text-alighn:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Potential Unleashed provides him with several benefits, including the ability to break the Z Combo chain (Reverse Beat). | * Extremely Versatile; can play an effective zoning game or go in for tricky mix-ups. | ||
* Potential Unleashed provides him with several benefits, including the ability to break the Z Combo chain (Reverse Beat/Gatling). | |||
* For a power-up type of character, Adult Gohan starts off surprisingly competent with most of his tools already unlocked. | |||
* One of the few characters to have a meterless reversal. | * One of the few characters to have a meterless reversal. | ||
* Fast fall creates unreactable mixups that can open up and punish opponents easily. | |||
* Only character to have a ground launcher that does not use Smash property (3H). | * Only character to have a ground launcher that does not use Smash property (3H). | ||
* Masenko is an excellent fullscreen beam projectile. | * Masenko is an excellent fullscreen beam projectile. | ||
* Extremely solid blockstrings, both with and without assists, thanks to j.2S and j.236X. | * Extremely solid blockstrings, both with and without assists, thanks to j.2S and j.236X. | ||
* Long-reaching normals that lead to good reward. | * Long-reaching normals that lead to good reward. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* No airborne supers. | * No airborne supers. | ||
* | * Without level 1, he does not have access to some of his strongest tools. | ||
* Leveling up to level 1 changes the way his j.236H pressure works, making it worse. | |||
* 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. | ||
* Long whiff recovery on some moves. | * Long whiff recovery on some moves. | ||
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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 fullscreen, it can't be repeated into itself, and it whiffs against crouchers. | 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 fullscreen, it can't be repeated into itself, and it whiffs against crouchers. | ||
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|description= | |description= | ||
* [https://snag.gy/JdwA03.jpg Hit Boxes] | * [https://snag.gy/JdwA03.jpg Hit Boxes] | ||
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* Can cross-up if Gohan leaps over the opponent | * Can cross-up if Gohan leaps over the opponent | ||
At Level 1 Potential Unleashed, H backfist will always cross-up. The startup becomes a teleport, and Gohan tracks the opponent anywhere on screen, hitting from behind. This version leaves the opponent in a | At Level 1 Potential Unleashed, H backfist will always cross-up. The startup becomes a teleport, and Gohan tracks the opponent anywhere on screen, hitting from behind. This version leaves the opponent in a sliding knockdown state. | ||
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Gohan does not descend during H Machinegun Kick. On block, this allows him to preserve his height and easily followup with something like an airdash (even when cancelled from a grounded 2H). With Level 1 Potential Unleashed, Gohan travels further when holding forward, and the number of hits increases. | Gohan does not descend during H Machinegun Kick. On block, this allows him to preserve his height and easily followup with something like an airdash (even when cancelled from a grounded 2H). With Level 1 Potential Unleashed, Gohan travels further when holding forward, and the number of hits increases. | ||
'''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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* If Goku is on your team, he'll show up to help (but only if Gotenks is not on your team) | * If Goku is on your team, he'll show up to help (but only if Gotenks is not on your team) | ||
* Damage is not increased if either member of the family helps. | * Damage is not increased if either member of the family helps. | ||
* If Gotenks is on your team, the Hitbox will shrink slightly | |||
* If Goku is on your team, the Hitbox will increase slighty | |||
* Goku and Goten will have their own hurtboxes before Gohan receives his. | * Goku and Goten will have their own hurtboxes before Gohan receives his. | ||
}} | }} |
Revision as of 13:05, 10 May 2018
Son Gohan (Adult) |
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Health: 10,000 Prejump: Assist Cooldown:
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Navigation
Overview
After the battle with Cell, Son Gohan 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 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.
Strengths/Weaknesses
Strengths | Weaknesses |
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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.
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 Machinegun 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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Ultimate Back Attack
Ultimate Back Attack 214L/M/H (Air OK) |
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Machinegun Kick
Machinegun Kick j.236L/M/H |
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Masenko
Masenko 236S |
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Assist
Jet Upper A1/A2 |
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Supers
Potential Unleashed
Potential Unleashed 236L+M or 236H+S |
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Ultimate Kamehameha
Ultimate Kamehameha 214L+M or 214H+S |
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