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Gohan (Adult)
Combo Notation Guide Character Name Abbreviations
Numbers represent direction on a keyboard numpad. For example, + becomes 236L .
> = Proceed from the previous move to the following move.
▷ /land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
-> /~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl. /delay = Delay the following move.
whiff /(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj. /sj. = High Jump/Super Jump
jc = Jump Cancel
hjc /sjc = High Jump Cancel/Super Jump Cancel
dc /adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)
Potential Unleashed Level 0
Midscreen Combos
Combo
Damage
Meter Gain
Works on:
Difficulty
Notes
2M > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL
4387
~1.5
All
[1] Very Easy
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
3835
~0.875
All
[2] Easy
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
3995
0.9
All
[1] Very Easy
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
[2] Easy
Basic damage route, little to no pressure after. Timing the dash 2M takes practice to get used to.
... > Vanish ▷ dash 2M > delay 5M > 3H > jc.H > j.236[L] ▷ ...
?
?
Tall Characters
[2] Easy
Super ender route.
... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLH, airdash j.X
?
?
All
[2] Easy
Soft knockdown safejump, best oki you get at Level 0.
... j.L delay LS > j.214H
?
?
All
[1] Very Easy
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
[1] Very Easy
Metered slide knockdown ender #2. Also allows level 1 Super to hit mid-screen.
... j.LML2H > Vanish, j.DR
?
?
All
[1] Very Easy
Metered slide knockdown ender #3.
2M > 5H > SD > 236[L] > 5L(2) > 3H > jc.LL2H > jc.LLS > SD > j.LLS > 214L
4875
~1.55
All
[1] Very Easy
Round start to corner rejump with SKD.
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
4767
~1.4
All
[1] Very Easy
Corner loopless combo.
... 5L(1) > jc.LM > delay j.H > j.236[L] ▷ ...
?
?
All
[3] Medium
Leg loops. Lv0 and Lv1+ have different starters, but the loop is the same. At Lv1+, there is no need to delay j.H.
2M > 5S > 2S > SD > airdash j.H > j.236[L] ▷ Loops
?
?
All
[2] Easy
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
[1] Very Easy
Lv0 only starter. Remember to neutral jump ( ) instead of forward jump.
2M > 5S > 3H > jc.LH > j.236[L] ▷ Loops
?
?
All
[1] Very Easy
Lv0 only starter.
... 5L(2) > 3H > sjc.M ...
?
?
All
[1] Very Easy
Loop ender.
j.236H ▷ 5L(2) > 3H > sjc.MLL2H > jc.LLS > SD > j.LLS > j.214L
3840
~-0.375
All
[2] Easy
EX leg confirm. Don't mash 5L(2).
5M > 2M > 5S > 236S > SD > j.MH > j.236[L] > 2L > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL
5579
~1.8
All
[1] Very Easy
Loopless corner rejump using Masenko.
Potential Unleashed Level 1 and Up
Midscreen Combos
Combo
Damage
Meter Gain
Works on:
Difficulty
Notes
... j.2H > j.214L
?
?
All
[1] Very Easy
Everywhere meterless sliding knockdown. Opens up the rejump as a viable solo option.
2M > 5M > 5H > SD > j.MH > j.236L > 5L > 3H > sjc.MLL > jc.LL2H > j.214L
4885+
~1.5
All
[2] Easy
New 5H 236L combo.
... j.L > delay j.LL > j.236M[4], j.2H > j.214L
?
?
All
[3] Medium
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
[1] Very Easy
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
[3] Medium
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
4284+
~1.25
All
[3] Medium
Full sideswitch combo. Add delays if required, time all of the jumps.
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
4418+
~1.25
All
[3] Medium
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
5804+
~-1.125
All
[3] Medium
Sideswitch 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
[1] Very Easy
Vanish combo with sliding knockdown. Hurray!
5M > 2M > 236L > 5L(2) > 3H > sjc.MLL2H > SD > j.MLL2H > jc.L(dl)L > 236M[4] > j.2H > 214L
5193
~1.5
?
[2] Easy
236L link with legs extension.
Notes
214X giving a slide knockdown is HUGE for Adult Gohan.
Corner Combos
Combo
Damage
Meter Gain
Works on:
Difficulty
Notes
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)
6103+
?
All
[3] Medium
Corner bar dump. Requires a little over half a bar.
5M > 2M > 5S > 236S > SD > j.MH > j.236[L] ▷ 5L(2) > 3H > jc.LL2H > SD > j.MLL2H > jc.LLL
5805+
~1.8
All
Can be done on a 2M starter, if so skip 5M entirely.
Potential Unleashed Level 5 and Up
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
?
~2
All
[4] Hard
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.MHL > delay j.LL > jc.LHLM2H > SD > j.LML2H > j.214L
?
~1.75
All
[2] Easy
Simpler BnB extension for level 5. You reach the ground without j.2S.
Potential Unleashed Level 7 Only
Combo
Damage
Meter Gain
Works on:
Difficulty
Notes
[5H > 236S > 236M > j.236L]*2 > 5H > 236S > 236M > j.214M
8635
~2.06
All
[2] Easy
Basic level 7 corner loops, leads into a solo meterless sparkless (without limit break) TOD if you level 1 into dhc level 1 at the end, but you can still use your level 3 if you don't want to switch characters. Damage and meter gain can vary based on when you cancel into j.236L tho'. Just remember to delay the 5H after the j.236L and to not use the legs before j.214M.
... > 236M > 236L > 66 > 2M > (delay) ...
?
?
All
[1] Very Easy
Midscreen loop. If you start with 236M the entire combo will be blue life. If you carry them to the corner you can switch to the corner loop. Add a delay before doing 236M again or the combo will drop.
Notes
You will probably not use level 5 and up combos and even less level 7 only ones, but it's useful to know them just in case you get to higher levels.
Assist Extensions
Combo
Position
Damage
Meter Gain
Works on:
Difficulty
Notes
2M > 5M > 3H > sjc.MLL > jc.LLL > Assist ▷ dash 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL
Anywhere
~5132+
~1.75
All
[2] Easy
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
~4225+
~1.0
All
[1] Very Easy
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
~7449+
~1.125
All
[4] Hard
Double assist sparkless ToD at Lv1+. Place delays in between inputs during loops, or else the j.236[L] drops.
... j.236[L] > Assist > DR > 236S > Super
Corner
?
?
All
[2] Easy
Most common assist extension in the corner.
Sparking
Combo
Position
Damage
Meter Gain
Works on:
Difficulty
Notes
combo transcript
where
?
?
All
Notes
During Sparking! gets access to better mix off blockstrings with assists. >https://youtu.be/YgYamDqHVA4?t=2013
Miscellaneous
Combo
Position
Damage
Meter Gain
Works on:
Difficulty
Notes
... > Vanish ▷ dash/dl 2M > 236M > Assist Tag > 5L
Anywhere
?
?
All
[2] Easy
Vanish 236M assist tag rejump. Work off any 236M when Smash is already used.
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