< DBFZ | Adult Gohan
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Potential Unleashed Level 0
Midscreen Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL | ? | ? | All | Basic BnB. The privilege starts here, as 3H adds an extra 200 damage which is 5LL-starter damage for everyone else. | |
5H > delay SD > airdash j.M ▷ 3H > sjc.LL2H > jc.LLL | ? | ? | All | 5H rejump route. Does less damage and loses sliding knockdown. Much better at Potential Unleashed lvl1. | |
2M > 5M > 3H > jc.LM > delay jc.LL2H > SD > j.LLL | ? | ? | All | Sides switch. Jump forward after j.M, slight delay j.L so that Gohan autocorrects. | |
... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLL2H > jc.LLL | ? | ? | All | Basic damage route, little to no pressure after. | |
... > Vanish ▷ dash 2M > delay 5M > 3H > jc.H > j.236[L] ▷ ... | ? | ? | All | Super ender route. | |
... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLH, airdash j.X | ? | ? | All | Soft knockdown safejump, best oki you get at Level 0. | |
... j.LLS > j.214H | ? | ? | All | Metered slide knockdown ender #1, the cheapest of the three for half a bar. Also allows level 1 Super to hit mid-screen. | |
... j.LML2H > Vanish, j.214L | ? | ? | All | Metered slide knockdown ender #2.Also allows level 1 Super to hit mid-screen. | |
... j.LML2H > Vanish, j.DR | ? | ? | All | Metered slide knockdown ender #3. |
Notes
Third route is a safe jump that covers (almost) all soft knockdown tech options. After j.H, just do airdash into an air button.
Corner Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > 5S > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L | 4487 | ? | All | Corner loopless combo. | |
... 5L(1) > jc.LM > delay j.H > j.236[L] ▷ ... | ? | ? | All | 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 | ? | ? | All | Universal loop starter that also works at Lv1+. Especially useful in that it doesn't use smash, which later lets you get solo SKD. | |
2M > 5M > 3H > neutral jump jc.H > j.236[L] ▷ Loops | ? | ? | All | Lv0 only starter. Remember to neutral jump () instead of forward jump. | |
2M > 5S > 3H > jc.LH > j.236[L] ▷ Loops | ? | ? | All | Lv0 only starter. | |
... 5L(2) > 3H > sjc.M ... | ? | ? | All | Loop ender. | |
2M > 5M > 3H > jc.H > j.236[L] > 5L(1) > tk.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 | ? | ? | All | Ends in sliding knockdown. lighting legs loop. Video example here. | |
j.236H ▷ dash 5L(2) > 3H > sjc.MLL2H > jc.LLS > SD > j.LLS > j.214L | ? | ? | All | EX leg confirm. Dash under the opponent as they bounce out of the corner. |
Potential Unleashed Level 1 and Up
Midscreen Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... j.2H > j.214L | ? | ? | All | Everywhere meterless sliding knockdown. Opens up the rejump as a viable solo option. | |
... j.L > delay j.LL > j.236M[4], j.2H > j.214L | ? | ? | All | 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.214L/j.214M | ? | ? | All | Sliding knockdown from Superdash. j.214M has better oki but switches sides. | |
... j.L > delay j.LL > j.236M[6], neutral jump j.L ... | ? | ? | All | Sideswitch 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 | ? | ? | All | Full sideswitch combo. | |
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 | ? | ? | All | Full sideswitch combo, sideswitch happens later but gives you more damage. | |
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 | ? | ? | All | Sides switch examples. First one does it early, second one does it late but does more damage. | |
... Vanish > 2M > 5M > 3H > sjc.MLL2H > jc.LML2H > j.214L | ? | ? | All | Vanish combo with sliding knockdown. Hurray! |
Notes
214X giving a slide knockdown is HUGE for Adult Gohan.
Corner Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5S > 2S > SD > airdash j.H > j.236L > 5L(1) > jc.LMH > j.236L > 5L(1) > jc.MLL2H > SD > j.LL2H > jc.LLL | 5119 | 1.9 | All | Nice leg loops route, very consistent & works on (almost) all character sizes. | |
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) | ? | ? | All | Corner bar dump. |
Potential Unleashed Level 7 Only
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
5M > 2L > 2M > 3H > j.MHLL > land > j.LHLM > jc.MHLL > land > 3H > j.LL2H > SD > j.LL2H > jc.LLL > j.2S | ? | ? | All | Rejump loop. You need to delay a lot of the air normals to keep the opponent at the right height. Video example here. | |
5M > 2L > 3[L] > 2M > 3H > j.MHLL > jc.LHLM2H > SD > j.LML2H > j.214L | ? | ? | All | Simpler BnB extension for level 7. You reach the ground without j.2S |
Notes
These combos are not very practical, but they're very fun in training mode.
Assist Extensions
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M > 3H > sjc.MLL > jc.LLL > Assist ▷ dash 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL | Anywhere | ? | ? | All | The 3H can be hard to get with certain assists so don't be afraid to forgo it. | |
2M > 5M > 3H > sjc.MLL > jc.LLL > Assist > SD > j.LLL | Anywhere | ? | ? | All | It's possible but don't do this. | |
2M > 5S > 236S > A1, 5H > SD > j.MH > j.236[L] ▷ {Loops}x2 > A2 ▷ DR > 236S > Super | Corner | ? | ? | All | Double assist combo, probably don't do this either. | |
... j.236[L] > Assist > DR > 236S > Super | Corner | ? | ? | All | Most common assist extension in the corner. |
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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combo transcript | where | ? | ? | All |
Notes
During Sparking! gets access to better mix off blockstrings with assists. >https://youtu.be/YgYamDqHVA4?t=2013