DBFZ/Adult Gohan

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Overview[edit]
Overview

Adult Gohan is designed to be a strong character, words from the developers themselves. Equipped with muscular long limbs that grant him fantastic normals both quick and wide, Son Gohan has huge reach and damage. Possessing a very unique mechanic in his Potential Unleashed Install, Adult Gohan gets stronger as the match progresses. Each use of his 1-bar Super unlocks various upgrades along the way; many of them include seemingly eternal blockstrings ripe with stagger potential, buffs on all special moves with significant properties, and devastating frametraps using mediums create eruptive damage output.

Simple, yet with a tremendously high skill ceiling, Adult Gohan is for players who want to seek how much of themselves they can express through a character, and one that offers near endless space to improve.


"I have to get stronger if I want to protect what's truly important to me."
Lore:After the battle with Cell, Son Gohan/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.
Voice:Japanese: Masako Nozawa English: Kyle Herbert
Playstyle
DBFZ Adult Gohan Icon.png Adult Gohan is a crafty, pressure-oriented character who powers-up to create an overwhelming presence that smothers his opponents.
Pros Cons
  • Great Buttons: Fast and long range normals, especially in his mediums that can enable big punishes frequently by utilizing frametraps.
  • Extremely Solid Pressure: 5L and j.L can threaten a 50/50 after j.236H with an assist, and 2L is a unique +0 button that can both stagger and start a frametrap.
  • Damage: Combos using j.236L and j.214H give him high solo damage.
  • Reversal: Jet Uppercut is a DP, and becomes near half-screen after leveling up.
  • Fast-Fall: j.2S is a blinding Fast-Fall that amplifies his mix-up game and enables grounded assist extensions.
  • Assist Variety: A is both an anti-air and the fastest strike assist, B gives high blockstun with ample time to hit confirm.
  • Potential Unleashed: His level 1 Super has very low damage at the start, and the short range can make it whiff on some DHCs.
  • Micro Management: Players need to be cognizant if Adult Gohan is currently powered-up or not, or else risk dropping a combo with the wrong route.
  • The Need to Level-up: Although unlikely, if Adult Gohan somehow cannot level-up during the entire game, he misses out on a lot of tools.
  • No Ki Blasts: 5S is nice, but the lack of traditional ki blasts is a hole on an arguably fundamental part of the neutral.
Potential Unleashed Install
Every time Potential Unleashed is used, Adult Gohan levels up, improving his abilities and damage. He begins every match at Level 0, and can gain up to 7 levels. Potential Unleashed bonuses remain for the rest of the match.

Level 1 Moveset Changes

  • Attacks more rapidly
  • Medium and Heavy versions travel further when forward input is held.
  • Heavy version is active for twice as long and deals twice as many hits after hitting the opponent.

Additional Changes

  • Medium Jet Uppercut gains 1 additional hit per level from Level 1 to 3.
  • Heavy Jet Uppercut gains 1 additional hit per level from Level 1 to 7.
  • All attack's damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at level 6.
  • At Level 7, Adult Gohan can chain any normals into any other normals ("Reverse Beat").

Normal Moves[edit]

5L[edit]

Level 0

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400*2 Low, All - 6 3(5)3 11 -2 -
5LL 100*4 All - 9 1{(2)1}*3 17 -2 -
5LLL 1000 All U3+ 11 2 19 -5 -

[edit]

5L
  • Really short range.
  • First hit has a small hitbox coming from Gohan's foot.

One of the best 5Ls in the game due to it's fast startup and non-suspecting low-hit property.

Everyone has been hit by this move.


5LL
  • Mostly combo filler.

Can be a good meaty against a delay tech. After a safe jump off a sliding knockdown, continuing to mash light (5LL) can catch mashing or put them on block.


5LLL
  • Counts as grounded.
  • Smash hit can link to j.L.

Rarely used, but still has a decent hitbox.

5L[edit]

Level 1+

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400*2 Low, All - 6 3(5)3 11 -2 -
5LL 450 All - 7 6 20 -10 -
5LLL 450 All - 6 2 20 -6 -
5LLLL 450 All - 7 3 13 0 -
5LLLLL 1000 All U3+ 11 2 19 -5 -

[edit]

  • 5LL is equivalent to 5M.
    • Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version.

Does less damage and has worse scaling than the move it copies.

  • 5LLL is equivalent to 3H, though doesn't have Head invul.
    • Launches on hit.
    • Level 7: If 3H has already been used in a string, this attack will not come out and the autocombo ends at 5LL. If 5LLL has been used, 3H cannot be used in the same string.
    • Can be used to reset pressure due to it having the same frame advantage as 2L.

Unlike other autocombo normals, 5LLLL and 2L can be used in the same string, giving him fantastic pressure capabilities.

  • 5LLLLL launches higher than Level 0 5LLL.

5M[edit]

5H[edit]

5S[edit]

2L[edit]

2M[edit]

2H[edit]

2S[edit]

6M[edit]

3L[edit]

Machine Gun Punch

3H[edit]

Ultimate High Kick

j.L[edit]

j.M[edit]


j.H[edit]

j.S[edit]

j.2H[edit]

j.2S[edit]

Special Moves[edit]

Jet Uppercut[edit]

236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 900 All - 9 8 33 -29 1-16 Head
M (Level 0) 600,800 All U1 16 4(7)9 33 -30 1-19 All
M (Level 1+) 600,800 / 600,800,180*1~3 All U1 16~18 4(7)9 33 -30 1-19~21 All
H (Level 0) 600,1000 All U1 9 4(7)10 36 -34 1-12 All
H (Level 1+) 600,1000 / 600,1000,180*1~7 All U1 9~13 4(7)10 36 -34 1-12~16 All

[edit]

236L
  • Anti-air DP.
  • Unscaled starter.

Common TOD confirm. Can punish an imperfect safejump, like most 9-frame DPs.


236M
  • Smash on first hit. Potential Unleashed extra hits only apply on Smash hit.
  • Level 0 takes a tiny step forward.
  • Level 1+ slides half screen forward.

Level 1+ moves far enough to catch backdash.


236H
  • Almost identical to M version with slightly more damage, startup, and range.
  • Can link into any super after landing.

Machine Gun Kick[edit]

j.236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L (Level 0) 250*N All - 7 2{(3)2}*N 12 -4 -
L (Level 1+) 250*N All - 7 1{(2)1}*N 12 -4 -
M (Level 0) 250*N All - 13 2{(3)2}*N 12 -4 -
M (Level 1+) 250*N All - 13 1{(2)1}*N 12 -4 -
H (Level 0) 50*10 / 50*10,700 All U1+ 11 2{(3)2}*9 12 +1 -
H (Level 1+) 50*19 / 50*19,700 All U1+ 11 1{(2)1}*18 13 +1 -

[edit]

j.236L
  • Upon using, Adult Gohan immediately starts falling down.
  • Hold L/M/H to kick indefinitely until landing. Minimum 3 kicks.
  • Carries all and any momentum.
  • Keeps grounded opponent standing.

Is the "leg" in leg loops.


j.236M
  • Upon using, Adult Gohan stalls a bit before falling down.
  • Hold L/M/H to kick indefinitely until landing. Minimum 3 kicks.
  • Always moves Adult Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.
  • Launches on hit.

Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos.


j.236H
  • Upon using, Adult Gohan jumps up a bit before falling down, leading into further combo extensions.
  • Always moves Adult Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively.
  • Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.
  • Smash on the last hit, and causes a wall bounce.

Extremely active, spectacular against Super Dash and Raw Tag. Eating a raw j.236H equals to losing 40% HP with a standard post-j.236H combo. On block, Adult Gohan stays airborne, and can sneak in a j.L that is susceptible to anti-airs, but can be countered alternatively with an OS reflect.

Ultimate Back Attack[edit]

214L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L (Level 0) 1000 High D1 24 8 11 -3 -
Ground L (Level 1+) 1000 High D1 24~32 8 11 -3 8-12~21 All
Air L (Level 0) 900 High D1 24 8 13 - -
Air L (Level 1+) 900 High D1 24~32 8 11 -3 8-12~21 All
Ground M (Level 0) 1100 High D1 28 8 11 -3 -
Ground M (Level 1+) 1100 High D1 28~36 8 11 -3 6-11~18 All
Air M (Level 0) 1000 High D1 28 8 13 - -
Air M (Level 1+) 1000 High D1 28~36 8 11 -3 6-11~18 All
Ground H (Level 0) 1200 High D1 26 8 11 -3 -
Ground H (Level 1+) 1200 High D1 26~34 8 11 -3 6-11~18 All
Air H (Level 0) 1100 High D1 26 8 13 - -
Air H (Level 1+) 1100 High D1 26~34 8 11 -3 6-11~18 All

[edit]

  • Level 0: Hops almost half screen. Ground version never crosses-up, air versions cross up if Adult Gohan leaps over the opponent.
  • Level 1: Teleports to the opponent.
  • Can't steal the corner.

214L
  • Smash hit causes a sliding knockdown.

Level 0: j.S > j.214L in the corner is the primary way of utilizing this in combos.

Level 1: j.2H > j.214L gets Adult Gohan a sliding knockdown anywhere.


214M
  • Smash hit causes a sliding knockdown.
  • Switches sides anywhere outside of the corner.

Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up.


214H
  • Smash hit causes a ground-bounce sliding knockdown.
  • Switches sides anywhere outside of the corner.

Level 0: j.S > j.214H allows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0.

Level 1: Allows him to extend into advanced combos by inputting j.M/j.L right before landing, virtually becoming an extreme form of a rejump combo.

Masenko[edit]

236S


Z Assists[edit]

Assist A[edit]

Jet Uppercut

Assist B[edit]

Machine Gun Punch

Assist C[edit]

Masenko


Super Moves[edit]

Potential Unleashed[edit]

236L+M or 236H+S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Level 1 1600 All UDV 9+3 10 44 -29 9-16 All
Level 2 1850 All UDV 9+3 10 44 -29 9-16 All
Level 3 2100 All UDV 9+3 10 44 -29 9-16 All
Level 4 2350 All UDV 9+3 10 44 -29 9-16 All
Level 5 2600 All UDV 9+3 10 44 -29 9-16 All
Level 6 2850 All UDV 9+20 10 44 -29 9-33 All
Level 7 3100 All UDV 9+38 10 44 -29 9-51 All

[edit]

  • H+S version can be held to stack up to 7 Ki Gauges, but L+M version only ever consumes 1 Ki Gauge, meaning you can't DHC into him and dump bars.
  • Damage bonus from Potential Unleashed is applied to this super during the freeze as Adult Gohan reaches the next level(s).
  • Each bar adds 250 more to the base damage.
  • Minimum damage: 40%. Is not affected by the damage buff per level.

Because of the short recovery, Adult Gohan can possibly combo post-Super, or even set up solid post-Super oki with help. More notably, it can be used to DHC into from other supers that are still active. For example, Potential Unleashed lets Adult Gohan recover fast enough to set up for safejump 50/50s if he DHCs in during an ongoing level 1, like Kid Buu's Pearl Flash, Vegeta's Galick Gun, or Jiren's Colossal Slash. Important note, he must DHC in right at the moment when the other character's super had just been activated to enable the okizeme.

Bros. Kamehameha[edit]

214L+M or 214H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
290*24 All UDV 9+3 101 50 -34 [+39] 1-19 All

[edit]

  • Minimum damage: 70*24 (1680).
  • Hitbox can increase/decrease depending on who is on the team, but damage stays the same.

Leaving Adult Gohan pretty close to the opponent and being around +40 after hit, you can go for Superjump > IAD > High/Low for a relatively ambiguous 50/50 mix.

(Mostly Cosmetic): If Gotenks is on his team, Adult Gohan will perform it solo. If Gotenks is not on his team, Goten will come out to help. If Gotenks is not on his team, and SS Goku is on his team and is not on screen from an assist or Ultimate Z Change, Goku will come out to help. If Adult Gohan swaps bodies with Ginyu, he will only ever do the solo version.

External References[edit]

Navigation[edit]

Ambox notice.png To edit frame data, edit values in DBFZ/Adult Gohan/Data.