Son Gohan (Adult) |
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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
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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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Gohan does a roundhouse kick that moves forward. 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. Note that at level 7, this move modifies his auto combo. |
5H
5H |
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Gohan does a side kick while moving forward. Not used as often as 5M or 2M in neutral as they have similar range, more cancel options, and are safer on whiff. Used in blockstrings to extend pressure, though note that 5H pushes opponents too far to follow-up with 2H into Machine Gun Kicks. In combos, Gohan uses this move for corner carry mid-screen or for looping (5H > 5S > Masenko > Assist) in the corner. At level 7, Gohan can also use 5H to combo into the level 0 autocombo in the corner, but it cannot grant the Dynamic property. |
5S
5S |
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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 full screen, it can't be repeated into itself, and it whiffs against crouchers. While it doesn't see much use in mid-screen combos thanks to its strong knockback, its unusually high damage and good scaling for a ki blast makes it a great tool for corner combos. Unlike other ki blasts, Gohan's 5S can stop super dashes. Throwing out a quick 5S defensively at certain ranges can be useful to stand your ground and interrupt approaches. |
2L
2L |
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Gohan jabs while crouching. Far reaching for a relatively low-commitment light attack that lacks an extended hurtbox. Its frame advantage also encourages strong stagger pressure with 5L and 2L. The true potential of this move is reached at level 7, where he can use this move at anytime, including very late into a blockstring. 2L also can still be used after it's autocombo version and vice versa, giving Gohan the ability to reset pressure twice within a string, meaning Gohan can easily lock down opponents without assists. In combos, while this move has better scaling then 5L, it is still a light attack so it will hurt a combo's overall damage and metergain. |
2M
2M |
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Gohan slides forward, hitting low. Its long range makes it a great move to throw out during neutral, made even better by the fact that it is one of his best scaling combo starters and has many cancel options on block. Its sweep property makes it ideal for extending combos after vanish, such as (2M > 5M > 3H) mid-screen and (2M > 5M > 5S > 3H) in the corner. |
2H
2H |
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Gohan does a leaping kick. Universal anti-air that makes Gohan airborne, making it vital for going into Machine Gun Kick pressure. If this move used up his Smash, then Gohan can combo j.2H into Light Ultimate Back Attack for a knockdown mid-screen, something he needs to end combos with a super without the help of assists. |
2S
2S |
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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. At Level 1 Potential Unleashed, 2S can cancel into L backfist for a meterless combo and knockdown. |
6M
6M |
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Due to how Gohan's pressure works, a surprisingly large amount of people will get opened up with the universal overhead as they expect longer blockstrings. Although it's far from his best mixup, it's good to use it from time to time. Note that Gohan requires assists or Sparking Blast to confirm 6M into a combo. |
3L
3L Machine Gun Punch |
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3H
3H Ultimate High Kick |
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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. |
j.L
j.L |
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Gohan punches below himself. Deceptively large hitbox that can be used to control aerial space outside of j.M's most effective ranges, also used to setup for fuzzies. |
j.M
j.M |
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Gohan does a spin kick. Great air-to-air normal that can be used after a blocked H Machinegun Kick to mix your opponent up. |
j.H
j.H |
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Gohan kicks down diagonally. This move sends the opponent flying sideways, which can make it difficult to connect Potential Unleashed when away from the corner, though it does provide large amounts of corner carry. Canceling into j.2S gives Gohan access to multiple safe jump set ups. As Gohan cannot combo j.2H into Light Ultimate Back Attack at level 0 nor can he do so when his combo has scaled too much, this move still has uses in mid-screen combos. |
j.S
j.S |
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Gohan jumps back as he fires a ki blast. Can be a useful string ender. Approaching with an instant airdash j.S can cause anti-airs to whiff. The backwards movement can also create tricky situations, but is likely to whiff and leave Gohan vulnerable. In the corner, j.S can combo into Ultimate Back Attack. At level 1 this combo works anywhere on the screen. |
j.2H
j.2H |
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Gohan knocks the opponent further up into the air. Can combo into superdash if he hasn't used both it and his Smash in that string. At Level 1 Potential Unleashed, j.2H can combo into all versions of Ultimate Back Attack as a combo ender if he hasn't used his Smash. After his Smash has been used, j.2H only combos into the light version, though it may not connect if the combo has scaled too much. |
j.2S
j.2S |
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Use at the end of air combos to hit the ground sooner and have extra time for set-ups. As a unique movement option, it can also be situationally useful in neutral. Allows for strong pressure options when used in conjunction with his standing low (5L). Cancelling an instant airdash into j.2S creates a basic high/low mix-up, and can also be used to bait the opponent's anti-air. This kind of approach is extremely strong when backed by an assist. His 2S and j.S ki blasts can be cancelled into fastfall on hit/block. |
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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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.