- 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 in 3H.
- 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.
- 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.
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- 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.
- 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. 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.
- 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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