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{{Notation-DBFZ}} | |||
==Potential Unleashed Level 0== | |||
===Midscreen Combos=== | |||
====Meterless==== | |||
*'''2M > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL | |||
Basic BnB. | |||
*'''5H > delay SD > airdash j.M ▷ 3H > sjc.LL2H > jc.LLL | |||
5H rejump route. Does less damage and loses sliding knockdown. | |||
*'''2M > 5M > 3H > jc.LM > delay jc.LL2H > SD > j.LLL | |||
''' | Sides switch. Jump forward after j.M, slight delay j.L so that Gohan autocorrects. | ||
====Metered==== | |||
*'''... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLL2H > jc.LLL | |||
*'''... > Vanish ▷ dash 2M > delay 5M > 3H > jc.H > j.236[L] ▷ ... | |||
*'''... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLH, airdash j.X | |||
Vanish conversions, also work with j.236H starter. First route is just for pure damage, second route can go into Supers, third route gives you oki. | |||
' | Lv0 Gohan doesn't get access to sliding knockdown from a grounded Vanish conversion, so the third route is a safe jump that covers (almost) all soft knockdown tech options. After j.H, just do airdash into an air button. | ||
*'''... j.LLS > j.214H | |||
*'''... j.LML2H > Vanish, j.214L | |||
*'''... j.LML2H > Vanish, j.DR | |||
Various 1 bar enders that give sliding knockdown. | |||
j.H, j.LLL, j.DR enders can't combo into Lv1 Super midcreen, but any j.214X ender can. | |||
===Corner Combos=== | |||
====Meterless==== | |||
*'''2M > 5M > 5S > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L | |||
Corner loopless combo. | |||
*'''... 5L(1) > jc.LM > delay j.H > j.236[L] ▷ ... | |||
''' | Leg loops. Lv0 and Lv1+ have different starters, but the loop is the same. | ||
*'''2M > 5S > 2S > SD > airdash j.H > j.236[L] ▷ Loops | |||
Universal loop starter that also works at Lv1+. | |||
''' | *'''2M > 5M > 3H > neutral jump jc.H > j.236[L] ▷ Loops | ||
*'''2M > 5S > 3H > jc.LH > j.236[L] ▷ Loops | |||
Lv0 only starters. Remember to neutral jump ({{8}}) instead of forward jump for the first one. | |||
Drops on ??? | |||
''' | *'''... 5L(2) > 3H > sjc.M ... | ||
Loop enders. | |||
*'''2M > 5M > 3H > j.H > j.236[L] > 5L(1) > tkj.236L > 5L(1) > tkj.236L > 5L > j.L > j.M > j.2H > super dash > j.M > j.L > j.L > j.2H > double jump > j.LLL > j.2S | |||
Ends in sliding knockdown. lighting legs loop. [https://twitter.com/donpachi_89/status/960864423064649728 video example] | |||
''' | ====Metered==== | ||
*'''j.236H ▷ dash 5L(2) > 3H > sjc.MLL2H > jc.LLS > SD > j.LLS > j.214L | |||
EX leg confirm. Dash under the opponent as they bounce out of the corner. | |||
==Potential Unleashed Level 1 and Up== | |||
===Midscreen Combos=== | |||
====Meterless==== | |||
*'''... j.2H > j.214L | |||
Everywhere meterless sliding knockdown. | |||
''' | *'''... j.L > delay j.LL > j.236M[4], j.2H > j.214L | ||
Extended version. Can be done at the end of anything from BnB to Vanish extension. | |||
Slightly delay j.LL for the autocombo boost if needed, hold back during j.236M but ''do not'' hold M, don't mash j.2H as mashing L/M/H counts as doing j.236[M]. | |||
*'''SD > j.LL2H > j.214M | |||
Sides switch from raw SD. | |||
== | *'''... j.L > delay j.LL > j.236M[6], neutral jump j.L ... | ||
Sides switch with j.236M. Slightly delay j.LL for the autocombo boost if needed. | |||
*'''2M > 5M > 3H > sjc.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > SD > j.LL > j.236M[4], j.2H > j.214L | |||
*'''2M > 5M > 3H > sjc.MLL2H > SD > j.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > j.214L | |||
Sides switch examples. First one does it early, second one does it late but does more damage. | |||
====Metered==== | |||
*'''2M > 5M > 3H > sjc.ML2H > SD > j.ML2H > jc.LL2H > j.214H, delay j.M ▷ dash 3H > sjc.ML2H > jc.LL > j.236L > Vanish, j.DR | |||
Bar dump combo utilizing j.214H's ground bounce. | |||
===Corner Combos=== | |||
====Meterless==== | |||
*'''5M > 2M > 5S > 2S > SD > 66 > j.H > j.236L > 5L(1) > jc > j.LMH > j.236L > 5L(1) > jc > j.LM > j.2H > SD > j.LM > j.2H > jc > j.LLL | |||
Nice leg loops route, very consistent & works on (almost) all character sizes. | |||
*'''Rising j.L > j.236M ▷ 2M > 5S > 2S > SD > airdash j.H > j.236[L] ▷ Loops ▷ 5L(2) > 3H > sjc.LML > jc.LL2H > j.214M | |||
High damage fuzzy conversion. | |||
====Metered==== | |||
*'''2M > 5M > 5S > 3H > sjc.M2H > SD > j.M2H > jc.M2H > j.214H, delay j.L ▷ 3H > jc.H > j.236[L] ▷ 5L(1) > jc.LM > jc.LMH > Vanish ▷ 236M(1) | |||
Corner bar dump. | |||
==Potential Unleashed Level 7 Only== | |||
*'''5M > 2L > 2M > 3H > j.M > j.H > j.L > j.L > land > j.L > j.H > j.L > j.M > double jump > j.M > j.H > j.L > j.L > land > 3H > j.LL > j.2H > super dash > j.LL > j.2H > double jump > j.LLL > j.2S | |||
Rejump loop. You need to delay a lot of the air normals to keep the opponent at the right height. [https://www.youtube.com/watch?v=lnhUG6pDWn4 video example] | |||
*'''5M > 2L > 3[L] > 2M > 3H > j.M > j.H > j.L > j.L > double jump > j.L > j.H > j.L > j.M > j.2H > super dash > j.LL > j.2H > j.214L | |||
Simpler BnB extension for level 7. You reach the ground without j.2S | |||
''' | ==Assist Extensions== | ||
*'''2M > 5M > 3H > sjc.MLL > jc.LLL > Assist ▷ dash 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL | |||
Basic midscreen pop up assist extension. | |||
*'''2M > 5M > 3H > sjc.MLL > jc.LLL > Assist > SD > j.LLL | |||
Midscreen with wall bounce assist. | |||
''' | *'''2M > 5S > 236S > A1, 5H > SD > j.MH > j.236[L] ▷ {Loops}x2 > A2 ▷ DR > 236S > Super | ||
Corner Lv1+ combo. | |||
==== | ==Sparking== | ||
*'''5M > 2M > 5S > 236S > sparking > 5S > 236S > ssj goku assist > 5S > 3H > super jump > j.L > j.M > j.L > j.2H > super dash > j.L > j.M > j.L > j.2H > double jump > j.LLL > 2S > 236L+M > kid buu level 1 > ssj goku level 3 | |||
Requires at least 3 levels of potential, at least 2 bars to start, and sparking (level 1 or more). Nakkiel team TOD. Likely works with other team combinations but timing of the assist call might change. | |||
'''2L > 5L > 5M > 2M > 3H > | *'''2L > 5L > 5M > 2M > 236S > sparking > 236S > call ssj goku assist > j7.236[M] > 3H > super jump > j.L > j.M > j.L > j.2H > super dash > j.L > j.M > j.L > j.2H > double jump > j.LLL > j.2S > 236L+M > Z-Change level 1 > Z-change level 3 | ||
Damage will vary depending on what assist you use and what supers your team has, but should do around 80-90% | |||
==== | ==Miscellaneous== | ||
==== | ==Video Examples== | ||
==Navigation== | |||
{{#lsth:DBFZ/Adult Gohan/Data|Links}} | |||
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{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | |||
[[Category:Gohan]] |
Revision as of 15:32, 11 October 2019
Potential Unleashed Level 0
Midscreen Combos
Meterless
- 2M > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL
Basic BnB.
- 5H > delay SD > airdash j.M ▷ 3H > sjc.LL2H > jc.LLL
5H rejump route. Does less damage and loses sliding knockdown.
- 2M > 5M > 3H > jc.LM > delay jc.LL2H > SD > j.LLL
Sides switch. Jump forward after j.M, slight delay j.L so that Gohan autocorrects.
Metered
- ... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLL2H > jc.LLL
- ... > Vanish ▷ dash 2M > delay 5M > 3H > jc.H > j.236[L] ▷ ...
- ... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLH, airdash j.X
Vanish conversions, also work with j.236H starter. First route is just for pure damage, second route can go into Supers, third route gives you oki.
Lv0 Gohan doesn't get access to sliding knockdown from a grounded Vanish conversion, so the third route is a safe jump that covers (almost) all soft knockdown tech options. After j.H, just do airdash into an air button.
- ... j.LLS > j.214H
- ... j.LML2H > Vanish, j.214L
- ... j.LML2H > Vanish, j.DR
Various 1 bar enders that give sliding knockdown.
j.H, j.LLL, j.DR enders can't combo into Lv1 Super midcreen, but any j.214X ender can.
Corner Combos
Meterless
- 2M > 5M > 5S > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L
Corner loopless combo.
- ... 5L(1) > jc.LM > delay j.H > j.236[L] ▷ ...
Leg loops. Lv0 and Lv1+ have different starters, but the loop is the same.
- 2M > 5S > 2S > SD > airdash j.H > j.236[L] ▷ Loops
Universal loop starter that also works at Lv1+.
- 2M > 5M > 3H > neutral jump jc.H > j.236[L] ▷ Loops
- 2M > 5S > 3H > jc.LH > j.236[L] ▷ Loops
Lv0 only starters. Remember to neutral jump (Template:8) instead of forward jump for the first one.
Drops on ???
- ... 5L(2) > 3H > sjc.M ...
Loop enders.
- 2M > 5M > 3H > j.H > j.236[L] > 5L(1) > tkj.236L > 5L(1) > tkj.236L > 5L > j.L > j.M > j.2H > super dash > j.M > j.L > j.L > j.2H > double jump > j.LLL > j.2S
Ends in sliding knockdown. lighting legs loop. video example
Metered
- j.236H ▷ dash 5L(2) > 3H > sjc.MLL2H > jc.LLS > SD > j.LLS > j.214L
EX leg confirm. Dash under the opponent as they bounce out of the corner.
Potential Unleashed Level 1 and Up
Midscreen Combos
Meterless
- ... j.2H > j.214L
Everywhere meterless sliding knockdown.
- ... j.L > delay j.LL > j.236M[4], j.2H > j.214L
Extended version. Can be done at the end of anything from BnB to Vanish extension.
Slightly delay j.LL for the autocombo boost if needed, hold back during j.236M but do not hold M, don't mash j.2H as mashing L/M/H counts as doing j.236[M].
- SD > j.LL2H > j.214M
Sides switch from raw SD.
- ... j.L > delay j.LL > j.236M[6], neutral jump j.L ...
Sides switch with j.236M. Slightly delay j.LL for the autocombo boost if needed.
- 2M > 5M > 3H > sjc.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > SD > j.LL > j.236M[4], j.2H > j.214L
- 2M > 5M > 3H > sjc.MLL2H > SD > j.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > j.214L
Sides switch examples. First one does it early, second one does it late but does more damage.
Metered
- 2M > 5M > 3H > sjc.ML2H > SD > j.ML2H > jc.LL2H > j.214H, delay j.M ▷ dash 3H > sjc.ML2H > jc.LL > j.236L > Vanish, j.DR
Bar dump combo utilizing j.214H's ground bounce.
Corner Combos
Meterless
- 5M > 2M > 5S > 2S > SD > 66 > j.H > j.236L > 5L(1) > jc > j.LMH > j.236L > 5L(1) > jc > j.LM > j.2H > SD > j.LM > j.2H > jc > j.LLL
Nice leg loops route, very consistent & works on (almost) all character sizes.
- Rising j.L > j.236M ▷ 2M > 5S > 2S > SD > airdash j.H > j.236[L] ▷ Loops ▷ 5L(2) > 3H > sjc.LML > jc.LL2H > j.214M
High damage fuzzy conversion.
Metered
- 2M > 5M > 5S > 3H > sjc.M2H > SD > j.M2H > jc.M2H > j.214H, delay j.L ▷ 3H > jc.H > j.236[L] ▷ 5L(1) > jc.LM > jc.LMH > Vanish ▷ 236M(1)
Corner bar dump.
Potential Unleashed Level 7 Only
- 5M > 2L > 2M > 3H > j.M > j.H > j.L > j.L > land > j.L > j.H > j.L > j.M > double jump > j.M > j.H > j.L > j.L > land > 3H > j.LL > j.2H > super dash > j.LL > j.2H > double jump > j.LLL > j.2S
Rejump loop. You need to delay a lot of the air normals to keep the opponent at the right height. video example
- 5M > 2L > 3[L] > 2M > 3H > j.M > j.H > j.L > j.L > double jump > j.L > j.H > j.L > j.M > j.2H > super dash > j.LL > j.2H > j.214L
Simpler BnB extension for level 7. You reach the ground without j.2S
Assist Extensions
- 2M > 5M > 3H > sjc.MLL > jc.LLL > Assist ▷ dash 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL
Basic midscreen pop up assist extension.
- 2M > 5M > 3H > sjc.MLL > jc.LLL > Assist > SD > j.LLL
Midscreen with wall bounce assist.
- 2M > 5S > 236S > A1, 5H > SD > j.MH > j.236[L] ▷ {Loops}x2 > A2 ▷ DR > 236S > Super
Corner Lv1+ combo.
Sparking
- 5M > 2M > 5S > 236S > sparking > 5S > 236S > ssj goku assist > 5S > 3H > super jump > j.L > j.M > j.L > j.2H > super dash > j.L > j.M > j.L > j.2H > double jump > j.LLL > 2S > 236L+M > kid buu level 1 > ssj goku level 3
Requires at least 3 levels of potential, at least 2 bars to start, and sparking (level 1 or more). Nakkiel team TOD. Likely works with other team combinations but timing of the assist call might change.
- 2L > 5L > 5M > 2M > 236S > sparking > 236S > call ssj goku assist > j7.236[M] > 3H > super jump > j.L > j.M > j.L > j.2H > super dash > j.L > j.M > j.L > j.2H > double jump > j.LLL > j.2S > 236L+M > Z-Change level 1 > Z-change level 3
Damage will vary depending on what assist you use and what supers your team has, but should do around 80-90%