* Assist while being only Head invul, it is ''the'' fastest hitting assist in the game.
* Assist while being only Head invul, it is ''the'' fastest hitting assist in the game.
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* Requires extensive knowledge of the character, as well as good execution in order to maximize his strengths due to some fairly committal animations.
* Requires extensive knowledge of the character, as well as good execution in order to maximize his strengths.
* Despite having a plethora of neutral options, most of them are highly committal.
* Since there are next to no Level indicators, forgetting if Gohan has leveled up means doing weaker combos, wasting bars on another Potential Unleashed, or risk doing the higher damaging Level 1+ combos that might not work.
* Since there are next to no Level indicators, forgetting if Gohan has leveled up means doing weaker combos, wasting bars on another Potential Unleashed, or risk doing the higher damaging Level 1+ combos that might not work.
* Leaving Level 0 does have its downsides, and there are no real incentives to go beyond Level 1.
* Leaving Level 0 does have its downsides, and there are no real incentives to go beyond Level 1.
Revision as of 03:12, 1 November 2019
Son Gohan (Adult)
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Pressure, Power Up
Team Role
Middle
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
Every time 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. Potential Unleashed bonuses will remain for the rest of the match.
Level 1 Moveset Changes
Ground L autocombo is modified.
New move: Machine Gun Punch (3L).
Jet Uppercut: M and H versions travel further horizontally for the first hit.
Machine Gun Kick:
Attacks more rapidly.
M and H versions travel further when forward input is held.
H version is active for twice as long and deals twice as many hits after locking to the opponent.
Ultimate Back Attack: Teleports on startup, tracks opponent everywhere on screen.
Masenko: Gains 2 additional hits.
Additional Changes
M Jet Uppercut gains 1 additional hit per level from Level 1 to 3.
H Jet Uppercut gains 1 additional hit per level from Level 1 to 7.
All attack's damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at level 6.
At Level 7, Gohan can chain any normals into any other normals ("Reverse Beat").
Strengths/Weaknesses
Strengths
Weaknesses
Great ranged normals giving him solid neutral.
While leveling up isn't "optional" by any means, Level 0 Adult Gohan is also surprisingly competent.
Extremely solid blockstrings and mixups.
Not only is he one of the few characters to have meterless reversal, his 236M is also one of the best DP.
Assist while being only Head invul, it is the fastest hitting assist in the game.
Requires extensive knowledge of the character, as well as good execution in order to maximize his strengths.
Despite having a plethora of neutral options, most of them are highly committal.
Since there are next to no Level indicators, forgetting if Gohan has leveled up means doing weaker combos, wasting bars on another Potential Unleashed, or risk doing the higher damaging Level 1+ combos that might not work.
Leaving Level 0 does have its downsides, and there are no real incentives to go beyond Level 1.
While Reverse Beat is undoubtedly strong, Level 7 is too unrealistic to achieve in a real match.
Both a blessing and a curse. While it is one of the few 6f low, the small hitbox and a 8f 2L means Gohan has a hard time challenging out of pressure, or even in neutral advantage situations like after 6M.
Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version.
Does less damage and has worse scaling than the move it copies.
Unlike the rest of Gohan's auto combo variants, this version of 5M doesn't do anything that the original version couldn't do, so this move should only be used as a stepping stone for 5LLL and 5LLLL.
5LLL
Equivalent to 3H, though doesn't have Head invul.
Lauches on hit.
Level 7: If 3H has already been used in a string, this attack will not come out and the autocombo ends at 5LL. If 5LLL has been used, 3H cannot be used in the same string.
5LLLL
Can be used to reset pressure due to it having the same frame advantage as 2L.
Unlike Gohan's other autocombo normals, 5LLLL and 2L can be used in the same string, giving him fantastic pressure capabilities.
Large normal that covers an extraordinary amount of space relative to how fast the startup is.
Unlike most of the cast who preserve their 5M to allow jump cancels from 2M, Gohan can use this move much more liberally as 3H is also jump cancelable.
Values in [ ] are when canceled from j.2S Airborne during frames 4-30 [1-27]
Pulls back and fires a Ki blast.
Useful to disengage and return to neutral. Has very little recovery which allows Gohan to 2H or 236L through the opponent's chase down attempt with Super Dash. Though the angle of the projectile makes it easy to whiff, so use it carefully.
You won't be using it for anti-air, but it's an extremely versitile combo filler. Hits very high, good hitstun, and jump cancellable means his is basically a second, better 5M for combo purposes.
Movement starts on frame 9 Cancelable starting on frame 6 after landing
Fall straight to the ground.
Cancellable to 2S.
Can be used after j.H in the corner for a tiny bit more oki time. Has some situational uses in neutral and combos. Not too strong as a standalone mixup tool since it's reactable, but it gives an extra layer to Gohan's already strong pressure.
Hitbox can increase/decrease depending on who is on the team, but damage stays the same.
If Gotenks is on his team, Gohan will perform it solo. If Gotenks is not on his team, Goten will come out to help. If Gotenks is not on his team, and SS Goku is on his team and is not on screen from an assist or Ultimate Z Change, Goku will come out to help. If Gohan swaps bodies with Ginyu, he will only ever do the solo version.
To edit frame data, edit values in DBFZ/Adult Gohan/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.