Potential Unleashed Level 0
Combos that don't involve j.236X will work at all Levels. Though at higher Levels they'll do less damage than what he can put out. It's best learning his Lv1+ combos first since most of the time that's where he'll be.
j.H, j.LLL, j.DR enders can't combo into Lv1 Super midcreen, but any j.214X ender can. You can do j.H > Vanish (whiff) ▷ Super, but at that point just do j.S > j.214H.
Midscreen Combos
Meterless
- 2M > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL
Basic BnB.
- 5H > delay SD > airdash j.M ▷ 3H > sjc.ML2H > 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. 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.LL2H > Vanish, j.214L
- ... > j.LLL > Vanish, j.DR
Various 1 bar enders that gives sliding knockdown.
Corner Combos
Meterless
- 2L > 5L > 5M > 2M > 5S > 3H > super jump > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j.L > j.2H > double jump > j.LL > j.S > j.214L
Corner version of the solo BnB
- 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
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 plug this 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 SD.
- 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
Sides switch with j.236M. Remember to neutral jump (8) instead of forward jump.
Metered
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.
Metered
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
- 2L > 5L > 5M > 2M > 3H > j.L > j.M > j.L > double jump > j.LL(call ssj goku)L > dash > 5M > 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
Beam assist bnb. Gives Sliding knockdown. This has a lot of corner carry, so you're likely to be able to go into potential unleash afterwards. Also while this example uses ssj goku many other assists will work in his place, tho the timing of the call and how exactly you relaunch will vary.
- 236S > vanish > dash > 5M > 3H > super jump > j.L > j.M > j.L > j.2H > j.214L (call ssj goku) > super dash > j.L > j.M > j.2H > j.214L
Confirm off 236S. Goku assist is used as an example but other assists should work in his place, tho timing and the exact confirm may vary.
- 2L > 5L > 5M > 2M > 5S > 236S > call ssj goku > j7.236M > 3H > super jump > j.L > j.M > j.L > j.2H > super dash > j.L > j.M > j.L > j.2H > double jump > j.LL > j.S > j.214L
Corner version of the beam BnB.
- Rising j.L > j.236M > 5M > 3H > super jump > j.L > j.M > j.L > double jump > j.LL(call ssj goku)L > falling j.236M > 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
Rising j.L will whiff against crouching characters normally, but if they block a deep j.H they'll stay in blockstun standing and wont be able to crouch under the rising j.L, giving Gohan and instant overhead. Wont work on small characters.
- 2L > 5L > 5M > 2M > 3H > j.L > j.M > j.L > double jump > j.LL(call ssj goku)L > falling j.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
Another variation of the beam BnB.
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%
Miscellaneous
Video Examples
Adult Gohan Day 1 Combos by Nakkiel
Bread and Butter
No Potential Unlocked
Fullscreen
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- 2L > 5L > 5M > 2M > 3H > jump cancel > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j>L > j.2H > double jump > j.L > j.L > j.H
Midscreen
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- 2L > 5L > 5M > 2M > 3H > jump cancel > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j>L > j.2H > double jump > j.L > j.L > j.H > 236L+M
Towards Corner
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- 2L > 5L > 5M > 2M > 3H > jump cancel > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j>L > j.2H > double jump > j.L > j.L > j.S > j.214L > 236L+M
Corner
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- 2L > 5L > 5M > 2M > 5S > 3H > jump cancel > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j>L > j.2H > jump cancel > j.L > j.L > j.S > j.214L > 236L+M (Requires a super jump after 3H for smaller characters)
Potential Unlocked Level 1
Fullscreen
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- 2L > 5L > 3[L] > 5M > 2M > 3H > jump cancel > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j>L > j.2H > double jump > j.L > j.L > j.2H > j.214L > 236L+M
Corner
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- 2L > 5L > 3[L] > 5M > 2M > 5S > 3H > jump cancel > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j>L > j.2H > double jump > j.L > j.L > j.2H > j.214L > 236L+M (Requires a super jump after 3H for smaller characters)