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| ==Specials== | | ==Specials== |
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| ====== <font style="visibility:hidden" size="0">Machine Gun Punch</font> ======
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| {{MoveData
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| |image=DBFZ_AdultGohan_3L.png |caption= ATATATATATATATATA
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| |name=Machine Gun Punch
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| |input=3L
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| |data=
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| {{AttackData-DBFZ
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| |damage=80*4 [80*9] |guard=All
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| |startup=9 |active=1(2)1(2)1(2)1 |recovery=17 |frameAdv=
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| |description=
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| * Available at Level 1 Potential Unleashed.
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| * [] is when held.
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| * Holding L adds extra hits. Each consecutive hit is 1 frame active and 2 frames recovery before the next.
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| 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.
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| }}
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| }}
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| ====== <font style="visibility:hidden" size="0">Ultimate High Kick</font> ======
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| {{MoveData
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| |image=DBFZ_AdultGohan_3H.png |caption= #evenbettersaiyanprivilege
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| |name=Ultimate High Kick
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| |input=3H
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| |data=
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| {{AttackData-DBFZ
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| |damage=700 |guard=All
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| |startup=8 |active=4 |recovery=18 |frameAdv=
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| |description=
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| * Head attribute invincible.
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| * Jump cancelable.
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| 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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| }}
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| }}
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| ====== <font style="visibility:hidden" size="0">Jet Uppercut</font> ====== | | ====== <font style="visibility:hidden" size="0">Jet Uppercut</font> ====== |
Son Gohan (Adult)
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Health:
Prejump:
Assist Cooldown:
- Movement Options
- Double Jump, Super Jump, 1 Airdash, Dash Type: Run
- Play-style
- Pressure, Power Up
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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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- 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 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 (3H and 5LLL).
- 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.
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- Without level 1, he does not have access to some of his strongest tools.
- 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; gives him little-to-no utility when it comes to his selection of supers.
- 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.
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Template:CharLinks-DBFZ
Normals
5L
5L Normal Version
Mix-up City ORAORAORAORA Fishing for Dragon Balls.
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400*2
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Low, All
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-
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6
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3(5)3
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11
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-
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-
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100*4
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All
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-
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-
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-
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1000
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All
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-
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-
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-
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5L Potential Unleashed
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.
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400*2
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Low, All
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-
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6
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3
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19
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-
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-
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450
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All
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-
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-
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-
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450
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All
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-
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-
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-
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450
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All
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-
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-
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-
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1000
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All
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-
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-
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-
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5M
5M
Gohan's go to combo starter.
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5H
5S
2L
2M
2H
2S
2S
Jump back air fireball, Akuma style.
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6M
j.L
j.M
j.H
j.S
j.2H
j.2S
Specials
Jet Uppercut
Jet Uppercut 236L/M/H
May or may not be his original move he used on Cell, but still it's even better. Shoryuken~!
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900
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All
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-
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9
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8
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33
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-
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-
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600, 800, [180*Level]
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All
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-
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16
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4(7)9
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33
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-
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-
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600, 1000, [180*Level]
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All
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-
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9
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4(7)10
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36
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-
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-
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Machine Gun Kick
Machine Gun Kick j.236L/M/H
Time to block
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350*N
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All
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-
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8
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-
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-
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350*N
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All
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-
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13
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-
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-
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60*10,700 [50*19,700]
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All
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-
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11
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-
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-
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Ultimate Back Attack
Ultimate Back Attack 214L/M/H (Air OK)
Back to the ground son!
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900
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High
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-
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24
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8
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11
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-
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-
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1000
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High
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-
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28
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8
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9
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-
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-
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1100
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High
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-
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26
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8
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9
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-
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-
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Masenko
Masenko 236S
Why doesn't Piccolo have this beam again?
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262*5 [262*7]
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All
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-
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18
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22
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33
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-
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-
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Assist
Jet Uppercut A1/A2
We all know why he can't have a beam assist
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Supers
Potential Unleashed
Potential Unleashed 236L+M or 236H+S
"I'm done playing games!"
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1600
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All
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-
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-
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-
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+250 per extra bar spent
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All
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-
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-
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-
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Bros. Kamehameha
Bros. Kamehameha 214L+M or 214H+S
Also known as the "F*#King enemy crossed up my level 1"
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Template:CharLinks-DBFZ
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