DBFZ/Adult Gohan

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Gohan (Adult)
DBFZ Adult Gohan Portrait.png
Play-style Pressure, Mix-up
Team Role Middle, Point

Overview[edit]

"I have to get stronger if I want to protect what's truly important to me."


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.

In Dragon Ball FighterZ, the adult version of Gohan plays similarly to his younger counterpart, but with one unique distinction: Gohan's Potential Unleashed increases his power up to seven levels. With each level of his potential unlocked, Gohan's blockstrings and special moves become more powerful, allowing him to execute even more damaging combos.

Potential Unleashed[edit]

Every time Potential Unleashed is used, Gohan levels up, giving him improved abilities and damage. Gohan always begins every match at Level 0, and can gain up to 7 levels. Potential Unleashed bonuses will remain for the rest of the match.

Level 1 Moveset Changes

  • Ground L autocombo is modified.
  • New move: Machine Gun Punch (3L).
  • Jet Uppercut: M and H versions travel further horizontally for the first hit.
  • Machine Gun Kick:
    • Attacks more rapidly.
    • M and H versions travel further when forward input is held.
    • H version is active for twice as long and deals twice as many hits after locking to the opponent.
  • Ultimate Back Attack: Teleports on startup, tracks opponent everywhere on screen.
  • Masenko: Gains 2 additional hits.

Additional Changes

  • M Jet Uppercut gains 1 additional hit per level from Level 1 to 3.
  • H 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, Gohan can chain any normals into any other normals ("Reverse Beat").
Playstyle
DBFZ Adult Gohan Icon.png Adult Gohan is a crafty, pressure-style character who powers-up to create an overwhelming presence that smothers his opponents.
Pros Cons
  • Fast and great-ranged normals gives him solid neutral.
  • While leveling up isn't "optional" by any means, Level 0 Adult Gohan is still pretty competent.
  • Notoriously long blockstrings, with leveled-up Autocombo being notably long, especially if extended with Machine Gun Punch and Machine Gun Kick.
  • Extremely solid pressure, his high/low mix-up is among the best in the game. 5L is a deceptively quick low and Ultimate Back Attack is an instant overhead that teleports when leveled-up. Also has j.2S which is an intimidating Fast-Fall.
  • The few characters to have a meterless reversal in Jet Uppercut, or also known as a DP.
  • Assist A while being only Head invulnerable, is the fastest hitting assist in the game.
  • Assist B has a high amount of blockstun, and gives ample time to hit confirm due to its multiple hits.
  • Among the highest solo damage meterless after leveling up, especially at the corner by utilizing Leg Loops.
  • Potential Unleashed has lackluster damage, to compensate for benefits the character gets from it. It also has short range, making some combos unable to convert off of it depending where Adult Gohan is on the screen.
  • Requires some knowledge of the character, as well as proper execution in order to maximize his strengths.
  • 5S is not a traditional ki blast and therefore cannot be used in neutral often unlike other characters' ki blasts.
  • Despite having a plethora of neutral options, a lot are committal.
  • Although unlikely, if Adult Gohan somehow cannot break into Level 1, he misses out on some pressure, combo, and neutral tools.




Normal Moves[edit]

5L (Level 0)[edit]
5L
Level 0
DBFZ AdultGohan 5L.png
Mix-up City
DBFZ AdultGohan 5LL.png
DBFZ AdultGohan 5LLL.png
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
5L 400*2 Low, All - 6 3(5)3 11 -2 -
  • Really short range.
  • First hit has small hitbox.

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

Everyone has gotten hit with this move.

5LL 100*4 All - 9 1{(2)1}*3 17 -2 -
  • Mostly combo filler.
5LLL 1000 All U3+ 11 2 19 -5 -
  • Counts as grounded.
  • Smash hit can link to j.L.


5L (Level 1+)[edit]
5L
Level 1+
DBFZ AdultGohan Potential5L.png
DBFZ AdultGohan Potential5LL.png
DBFZ AdultGohan Potential5LLL.png
DBFZ AdultGohan Potential5LLLL.png
DBFZ AdultGohan Potential5LLLLL.png
Your entire blockstring
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
5L 400*2 Low, All - 6 3(5)3 11 -2 -
5LL 450 All - 7 6 20 -10 -
  • 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.

Unlike the rest of Gohan's auto combo variants, this version of 5M doesn't do anything that the original version couldn't do, so this move should only be used as a stepping stone for 5LLL and 5LLLL.

5LLL 450 All - 6 2 20 -6 -
  • Equivalent to 3H, though doesn't have Head invul.
  • Lauches 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.
5LLLL 450 All - 7 3 13 0 -
  • Can be used to reset pressure due to it having the same frame advantage as 2L.

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

5LLLLL 1000 All U3+ 11 2 19 -5 -
  • Launches higher than Level 0 5LLL.


5M[edit]
5M
DBFZ AdultGohan 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
700 All - 9 4 20 -8 -
  • Good range.

Large normal that covers an extraordinary amount of space relative to how fast the startup is.

Unlike most of the cast who preserve their 5M to allow jump cancels from 2M, Gohan can use this move much more liberally as 3H is also jump cancelable.


5H[edit]
5H
DBFZ AdultGohan 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 All U1 11 6 18 -8 -
  • Wall bounces on Smash hit

On block, 5H > 2H doesn't connect. Due to this, his blockstring is slightly different than other saiyans as it skips 5H and goes straight to 2H > j.236[L].

Can be used for Level 1 leg loops in the corner.


5S[edit]
5S
DBFZ AdultGohan 5S.png
Aang 2.0
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
800 All - 17 3 26 +3 -
  • Covers about 90% of the screen.
  • Whiffs against crouching opponents.
  • Doesn't have Ki blast property.

Hits a lot higher than you'd expect.


2L[edit]
2L
DBFZ AdultGohan 2L.png
#saiyanprivilege
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
500 All - 8 3 13 0 -
  • Disjointed hitbox.

Far reaching and good frame advantage encourages strong stagger pressure with 5L.


2M[edit]
2M
DBFZ AdultGohan 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
700 Low - 12 6 17 -7 -
  • Slides halfscreen.
  • Launches on hit.


2H[edit]
2H
DBFZ AdultGohan 2H.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 All U1+ 14 3 29 -16 4-16 Head
  • Head invul from frame 4.
  • Smash hit launches higher with more hitstun.
  • Puts Gohan in the air, true blockstring into j.236X.


2S[edit]
2S
DBFZ AdultGohan 2S.png
Jump back air fireball, pseudo-Akuma/Gouki style.
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
600 All - 14 - Total 39 -4 -
  • Pulls back and fires a Ki blast.

Useful to disengage and return to neutral, although locks Adult Gohan in place for a while and will lose hard to superdash. Use it only when your opponent won't anticipate it.


6M[edit]
6M
DBFZ AdultGohan 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 High - 24 6 4+6 after landing 0 -
  • Universal overhead.
  • Uses the same animation and hitbox/hurtbox as j.H.

Can be made plus by delaying Level 1 autocombo.


3L[edit]
3L
Machine Gun Punch
DBFZ AdultGohan 3L.png
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
3L 80*4 All - 9 1{(2)1}*3 17 -2 -
3[L] 80*9 All - 9 1{(2)1}*8 17 -2 -
  • Available at Level 1 Potential Unleashed.
  • Holding L adds extra hits.

Good blockstring filler, but scales subsequent damage pretty bad after a light starter.


3H[edit]
3H
Ultimate High Kick
DBFZ AdultGohan 3H.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
700 All - 8 4 18 -6 6-11 Head
  • Head attribute invul from frame 6.
  • Launches on hit.
  • Jump cancellable on hit.

You won't be using it for anti-air, but it's an extremely versitile combo filler. Hits very high, good hitstun, and jump cancellable means his is basically a second, better 5M for combo purposes.


j.L[edit]
j.L
DBFZ AdultGohan jL.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
400 High - 6 3 12 - -
  • Bad horizontal range but great vertical range.

Go-to fuzzy normal.


j.M[edit]
j.M
DBFZ AdultGohan jM.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
700 High - 9 4 16 - -
  • Good air-to-air normal.


j.H[edit]
j.H
DBFZ AdultGohan jH.png
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
5LLLLLLL 850 / 1000 High D2+ 11 3 21 - -
  • Causes a wall bounce on Smash hit.
j.H 850 / 1000 High D1+ 11 3 21 - -
  • Causes a sliding knockdown on Smash hit.
  • Can be cancelled into j.2S fastfall on hit, giving Gohan extra time to set-up.

While sending the enemy down, it can combo into j.236L with the right positioning. This is the core idea of his leg loops.


j.S[edit]
j.S
DBFZ AdultGohan jS.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
600 All - 12 - Total 41+5 after landing - -
  • Air 2S.

Has enough hitstun to combo into SD in the corner.


j.2H[edit]
j.2H
DBFZ AdultGohan j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 All U1+ 11 3 19 - -
  • Smash hit launches higher with more hitstun.
  • One of the fastest j.2H's in the game, allowing your combos to be just a hair longer due to less Hitstun Decay.
  • Can be linked into off of Potential Unleashed Level 1 j.236M in some combos, allowing for a slide knockdown with j.214L.


j.2S[edit]
j.2S
DBFZ AdultGohan j2S.png
Deadly knee drop but worse
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
- - - 9 Until landing +9 after landing - -
  • Fall straight to the ground.
  • Cancellable to 2S.

Can be used after j.H in the corner for a tiny bit more oki time. Has some situational uses in neutral and combos. Not too strong as a standalone mixup tool since it's reactable, but it gives an extra layer to Gohan's already strong pressure.


Special Moves[edit]

Jet Uppercut[edit]
Jet Uppercut
236L/M/H
DBFZ AdultGohan JetUppercut.png
Half screen DP
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
L 900 All - 9 8 33 -29 1-16 Head
  • Head attribute invul from frame 1.

Unscaled starter.

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
  • Smash on first hit. Potential Unleashed extra hits only apply on Smash hit.
  • Fully invulnerable until the end of the first hit.
  • Level 0 takes a tiny step forward.
  • Level 1+ slides half screen forward.

On block, the safest options are cancelling into Lv1 > DHC, or Spark. Panic Vanishing can be 2H'd easily.

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
  • Almost identical to M version with slightly faster startup and further range.


Machine Gun Kick[edit]
Machine Gun Kick
j.236L/M/H
DBFZ AdultGohan MachinegunKick.png
lööps
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
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 -
  • Upon using, 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.

Depending on the height, Gohan will do an extra kick before landing even if no buttons are held to make it easier to combo afterward.

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

Depending on the height, Gohan will do an extra kick before landing even if no buttons are held to make it easier to combo afterward.

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 -
  • Upon using, Gohan jumps up a bit before falling down.
  • Always moves Gohan forward, holding 4 and 6 can shorten or 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. Smash hit causes a wall bounce. Can link into SD or even Level 0 j.214M from midscreen.
  • On block, Gohan won't fall to the ground. Afterward he has enough time to sneak in a j.L.

Extremely active, very good against Super Dash and raw tag, and since Gohan can control his momentum, he can also baits anti-air attempts out and gets a punish. Eating a raw j.236H equals to losing 40% of your HP at minimum.


Ultimate Back Attack[edit]
Ultimate Back Attack
214L/M/H (Air OK)
DBFZ AdultGohan UltimateBackAttack.png
Back to the ground son!
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
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
  • Smash hit causes a sliding knockdown.
  • Level 0: Hops almost half screen. Ground version never crosses-up, air version cross up if Gohan leaps over the opponent.
  • Level 1: Teleports to opponent and always hits in front of them.

Adult Gohan's main knockdown tool at Level 1 since it does a sliding knockdown anywhere. It's not as useful at Level 0, although it can combo from j.S at Level 0 at the corner.

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 11 - -
Air M (Level 1+) 1000 High D1 28~36 8 11 -3 6-11~18 All
  • Smash hit causes a sliding knockdown.
  • Level 0: Hops over half screen. Can cross up if Gohan leaps over the opponent.
  • Level 1: Teleports to opponent and always hits behind them.
  • Can't steal the corner.

Strong overhead at Level 1, and switches sides anywhere outside of the corner.

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
  • Smash hit causes a ground bounce sliding knockdown.
  • Level 0: Hops almost full screen. Can cross up if Gohan leaps over the opponent.
  • Level 1: Teleports to opponent and always hits behind them.
  • Can't steal the corner.

The ground bounce can be extended with the right combo.


Masenko[edit]
Masenko
236S
DBFZ AdultGohan Masenko.png
Why doesn't Piccolo have this beam again?
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
Level 0 262*5 All - 18 25 21 -16 -
Level 1+ 262*7 All - 18 33 21 -16 -
  • Even at Level 1+, it will still cancel out with typical 5-hit beams.

Used for corner combo with Assists.


Z Assists[edit]

Assist A[edit]
Jet Uppercut
Assist A
DBFZ AdultGohan AssistJetUpper.png
So good that it got nerfed
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
800 All - 16 8 64 +29 10-? Head
  • Receives the damage buff from Potential Unleashed.
  • Head invul.

It's the fastest assist in the game.


Assist B[edit]
Machine Gun Punch
Assist B
DBFZ AdultGohan 3L.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
- - - 35 - - 40 -


Assist C[edit]
Masenko
Assist C
DBFZ AdultGohan Masenko.png
They really did it.
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
- - - 34 - - 30 -

It's a beam assist. Go wild.


Super Moves[edit]

Potential Unleashed[edit]
Potential Unleashed
236L+M or 236H+S
DBFZ AdultGohan PotentialUnleashed.png
ESSENCE OF A SUPER SAIYAN
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
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
  • 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 Gohan and dump bars.
  • Damage bonus from Potential Unleashed is applied to this super during the freeze as Gohan reaches the next level(s).
  • Each bar adds 250 more to the base damage.
  • Minimum damage: 20%. Is not affected by the damage buff per level.


Bros. Kamehameha[edit]
Bros. Kamehameha
214L+M or 214H+S
DBFZ AdultGohan UltimateKamehameha.png
DBFZ AdultGohan UltimateKamehameha-2.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
290*24 All UDV 9+3 101 50 -34 1-19 All
  • Causes a hard knockdown on hit.
  • Minimum damage: 70*24 (1680).
  • Hitbox can increase/decrease depending on who is on the team, but damage stays the same.

If Gotenks is on his team, 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 Gohan swaps bodies with Ginyu, he will only ever do the solo version.


Navigation[edit]


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