DBFZ/Adult Gohan: Difference between revisions

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{{MFlag|update|clarifier=<br>Clarification: ''Frame data is up-to-date, but move descriptions are lacking.''}}
|-
==Overview==
!Gohan (Adult)
{{DBFZ/CharacterLinks}}
|-
<div id="home-content" class="home-grid">
||
{{card|width=4
[[File:DBFZ_Adult_Gohan_Portrait.png|350x500px|center]]
|header=Overview
|-
|content='''Adult Gohan''' is a slick, flashy character with incredible pressure and great damage output. Designed to be a strong character (words from the developers themselves), he is a beast in the right hands. Gohan's equipped with fantastic one-of-a-kind normals and an install super: {{MMC|input=236L+M|label=Potential Unleashed}}, allowing him to get stronger and stronger as the match progresses. Using this super, Gohan can unlock various upgrades such as seemingly eternal blockstrings ripe with stagger potential, buffs on all special moves with significant properties, and even more eruptive damage output.
||
 
{{#lst:{{PAGENAME}}/Data|SystemData}}
Simple, yet with a tremendously high skill ceiling, Adult Gohan is for players who want to see how much of themselves they can express through a character, and one that offers near endless space to improve.
;Movement Options
}}
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
{{DBFZ/Infobox
;Play-style
|fastestAttack=
:Pressure, Power Up
|reversal=
;Team Role
}}
:Middle
{{ProsAndCons
|}
|intro=is a crafty, pressure-oriented character who can power-up multiple times to smother his opponents with an overwhelming presence.
<div style="float:left; margin-right:25px;">
|pros=
{{TOC limit|2}}
* '''Potential Unleashed''': Gohan becomes increasingly more powerful as he levels up, with him at Level 7 considered to be the strongest character in the game.
* '''Stagger Pressure''': Among the best stagger pressure equipped with devastating frametraps along with many points to reset blockstrings. At Level 5 and up, can end any blockstring with ±0 on block {{clr|L|2L}} or -2 {{clr|L|3L}}.
* '''Mix-ups''': A toolkit filled to the brim with mix-up options. High/low with {{clr|L|5L}} and {{clr|L|j.L}}, left/right with {{clr|S|j.S}} and {{clr|M|j.M}} or with Level 1 {{MMC|input=214L Level 1+|label={{clr|L|214L}}}}/{{MMC|input=214M Level 1+|label={{clr|M|M}}}}, blinding {{MMC|input=j.2S|label=fast falls}}, have we mentioned {{keyword|F-Shiki}} setups at Level 3?
* '''Combos''': Arsenal enables lots of combo creativity leading to extremely high damage, from leg loops, Level 5 {{keyword|Reverse Beat}} combos, and to Level 7 special move conversions.
* '''Reversals''': Plenty of strong, unique defensive options, and the only character in the game with {{keyword|DP}} that can be made ''plus on block'' once he reaches Level 7.
* '''Assist Variety''': All 3 of his assists fill different niches: {{MMC|input=Assist A|label=A}} for pressure, {{MMC|input=Assist B|label=B}} for blockstrings, and {{MMC|input=Assist C|label=C}} for neutral.
|cons=  
* '''Neutral''': Gohan lacks full-screen presence as he has next-to-no approach tools without assists.
* '''Potential Unleashed''': Level 0 Gohan can be underwhelming, it's often necessary to put him at {{keyword|Mid}} or {{keyword|Anchor}} so he can enter the fight already leveled up through a {{keyword|DHC}} or a special tag.
* '''Meter Dump''': Gohan relies on dumping bars from his very low damage Super in order to unlock the special properties from Potential Unleashed.
|difficulty_rating=4
}}
</div>
</div>
==Overview==
 
''"I have to get stronger if I want to protect what's truly important to me."''
===Unique Mechanics===
{{card|width=4
|header=Potential Unleashed
|content=<div style="float: right; font-size: 0.9em; margin: 0px auto 0px auto;"><gallery widths="200px" mode="nolines">
DBFZ_AdultGohan_PotentialUnleashed2.png | Level 1 and up is indicated by a faint lightning effect on Gohan's idle animation
</gallery></div>
Every time Potential Unleashed is used, Adult Gohan will level 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:'''
*[[#5L|Ground L Super Combo]] is modified.
*New move: [[#3L|Machine Gun Punch]].
*[[#Jet Uppercut|Jet Uppercut]]: Light version becomes faster and has less recovery, allowing it be utilized in combos. Medium and Heavy versions travel further horizontally for the first hit.
*[[#Machine Gun Kick|Machine Gun Kick]]:
:*Kicks even more rapidly.
:*Medium and Heavy versions travel further when forward input is held.
:*Heavy version is active for longer and deals twice as many hits after hitting the opponent.
*[[#Ultimate Back Attack|Ultimate Back Attack]]: Teleports on start-up, tracking the opponent anywhere on screen.
*[[#Masenko|Masenko]]: Gains 2 additional hits.




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.
'''Level 3:'''


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.
*Adult Gohan gains a second airdash. This allows him to jump and airdash twice, or double jump and then airdash, but he cannot airdash and then double jump.  


===Potential Unleashed===
'''Level 5:'''
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.
*Adult Gohan gains full {{keyword|Reverse Beat}}, allowing him to regularly cancel any normals into any other normals that haven't been used in the string.


'''Level 1 Moveset Changes'''
'''Level 7:'''
* 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'''
*Adult Gohan can cancel his specials into other specials on block or hit. He can only cancel into other special moves that haven't been used in the string.
* 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").


{{StrengthsAndWeaknesses
| intro = {{Character Label|DBFZ|Adult Gohan}} is a crafty, pressure-style character who powers-up to create an overwhelming presence that smothers his opponents.
| pros =
* 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, with 5L being a deceptively quick low, and an instant overhead with Ultimate Back Attack that teleports when leveled-up. Also has j.2S which is an intimidating Fast-Fall.
* The few characters to have a meterless reversal with 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.
| cons =
* 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.


''' Overall Changes'''
*[[#Jet Uppercut|Medium Jet Uppercut]] gains 1 additional hit per level from Level 1 to 3.
*[[#Jet Uppercut|Heavy Jet Uppercut]] gains 1 additional hit per level from Level 1 to 7.
*All attacks' damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at Level 6.
}}
}}
{{#lst:{{PAGENAME}}/Data|Links}}
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
======<font style="visibility:hidden;font-size:0">5L (Level 0)</font>======
===<big>{{clr|L|5L}}</big>===
{{MoveData
<tabber> Level 0 =
|name=5L
{{DBFZ_Move_Card
|input=Level 0
|input=5L,5LL Level 0,5LLL Level 0
|image=DBFZ_AdultGohan_5L.png |caption=Mix-up City
|description=
|image2=DBFZ_AdultGohan_5LL.png |caption2=
;{{clr|L|5L}}
|image3=DBFZ_AdultGohan_5LLL.png |caption3=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=5L}}
{{#lst:{{PAGENAME}}/Data|5L}}
{{!}}-
{{Description|9|text=
* Really short range.
* Really short range.
* First hit has small hitbox.
* First hit has a small hitbox coming from Gohan's foot.
One of the best 5Ls in the game due to it's non-suspecting low-hitting property. Everyone has gotten hit with this move.
One of the best {{clr|L|5L}}s in the game due to it's fast start-up and non-suspecting low-hit property.  
}}
 
{{AttackVersion|name=5LL}}
Everyone has been hit by this move.
{{#lst:{{PAGENAME}}/Data|5LL Level 0}}
----
{{!}}-
;{{clr|L|5LL}}
{{Description|9|text=
* Mostly combo filler.
* Mostly combo filler.
}}
Can be a good meaty against a delay tech. After a safe jump off a sliding knockdown, continuing to mash light ({{clr|L|5LL}}) can catch mashing or put them on block.
{{AttackVersion|name=5LLL}}
----
{{#lst:{{PAGENAME}}/Data|5LLL Level 0}}
;{{clr|L|5LLL}}
{{!}}-
{{Description|9|text=
* Counts as grounded.
* Counts as grounded.
* Smash hit can link to j.L.
* Smash hit can link to {{clr|L|j.L}}.
Rarely used, but still has a decent hitbox.
}}
}}
|-|
Level 1+ =
{{DBFZ_Move_Card
|input=5L,5LL Level 1+,5LLL Level 1+,5LLLL Level 1+,5LLLLL Level 1+
|description=
* {{clr|L|5LL}} is equivalent to {{clr|M|5M}}.
** Level 5: If {{clr|M|5M}} has already been used in a string, autocombo reverts back to level 0 version.
** Does less damage, has worse scaling, and is more minus on block than the move it copies.
----
* {{clr|L|5LLL}} is equivalent to {{clr|H|3H}}, though doesn't have Head invul.
** Launches on hit.
** Level 5: While technically a different button, if {{clr|H|3H}} has already been used in a string, this attack will not come out and the autocombo ends at {{clr|L|5LL}}. Subsequently, if {{clr|L|5LLL}} has been used, {{clr|H|3H}} cannot be used in the same string.
----
* {{clr|L|5LLLL}} Can be used to reset pressure due to it having the same frame advantage as {{clr|L|2L}}.
** Luckily unlike other autocombo normals, {{clr|L|5LLLL}} and {{clr|L|2L}} is able to be used in the same string, giving him fantastic pressure capabilities.
----
* {{clr|L|5LLLLL}} launches higher than Level 0 {{clr|L|5LLL}}.
}}
}}
</tabber>


======<font style="visibility:hidden;font-size:0">5L (Level 1+)</font>======
===<big>{{clr|M|5M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5L
|input=5M
|input=Level 1+
|description=
|image=DBFZ_AdultGohan_Potential5L.png |caption=
* Fantastic range.
|image2=DBFZ_AdultGohan_Potential5LL.png |caption2=
Large normal that covers an extraordinary amount of space relative to how fast the start-up is, and thus is an amazing frametrap and whiff-punish. It also supplements his left/right mix-up by easily hit-confirming cross-up normals, especially if he has access to double airdash from Level 3.
|image3=DBFZ_AdultGohan_Potential5LLL.png |caption3=
|image4=DBFZ_AdultGohan_Potential5LLLL.png |caption4=
|image5=DBFZ_AdultGohan_Potential5LLLLL.png |caption5=Your entire blockstring
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=5L}}
{{#lst:{{PAGENAME}}/Data|5L}}
{{!}}-
{{AttackVersion|name=5LL}}
{{#lst:{{PAGENAME}}/Data|5LL Level 1}}
{{!}}-
{{Description|9|text=
* 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.
}}
{{AttackVersion|name=5LLL}}
{{#lst:{{PAGENAME}}/Data|5LLL Level 1}}
{{!}}-
{{Description|9|text=
* 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.
}}
{{AttackVersion|name=5LLLL}}
{{#lst:{{PAGENAME}}/Data|5LLLL Level 1}}
{{!}}-
{{Description|9|text=
* 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.
}}
{{AttackVersion|name=5LLLLL}}
{{#lst:{{PAGENAME}}/Data|5LLLLL Level 1}}
{{!}}-
{{Description|9|text=
* Launches higher than Level 0 5LLL.
}}
}}


======<font style="visibility:hidden;font-size:0">5M</font>======
The range can also be a downside as it's pretty punishable if Adult Gohan whiffs himself.
{{MoveData
|name=5M
|image=DBFZ_AdultGohan_5M.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5M}}
{{!}}-
{{Description|8|text=
* 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.
Unlike most of the cast who preserve their {{clr|M|5M}} to allow jump cancels from {{clr|M|2M}}, you can use this {{clr|M|5M}} much more liberally as {{clr|H|3H}} is also a jump cancellable combo launcher.
}}
}}
}}
======<font style="visibility:hidden;font-size:0">5H</font>======
{{MoveData
|name=5H
|image=DBFZ_AdultGohan_5H.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5H}}
{{!}}-
{{Description|8|text=
* 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.
===<big>{{clr|H|5H}}</big>===
}}
{{DBFZ_Move_Card
|input=5H
|description=
* Great horizontal range, will hit at round start distance.
* Wall bounces on Smash hit.
The fastest {{clr|H|5H}} in the game.
}}
}}


======<font style="visibility:hidden;font-size:0">5S</font>======
===<big>{{clr|S|5S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5S
|input=5S
|image=DBFZ_AdultGohan_5S.png |caption=Aang 2.0
|description=
|data=
* Covers about 90% of the screen relative to the hitbox and his position. Launches on hit.
{{AttackDataHeader-DBFZ}}
* Whiffs against crouching opponents, except up close.
{{!}}-
{{#lst:{{PAGENAME}}/Data|5S}}
{{!}}-
{{Description|8|text=
* Covers about 90% of the screen.
* Whiffs against crouching opponents.
* Doesn't have Ki blast property.
* Doesn't have Ki blast property.
Hits a lot higher than you'd expect.
Hits a lot higher than you'd expect. Used in corner combos and to start Leg Loops.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2L</font>======
===<big>{{clr|L|2L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2L
|input=2L
|image=DBFZ_AdultGohan_2L.png |caption=#saiyanprivilege
|description=
|data=
* Fairly disjointed hitbox.
{{AttackDataHeader-DBFZ}}
Far reaching and being +0 encourages strong stagger pressure.
{{!}}-
 
{{#lst:{{PAGENAME}}/Data|2L}}
Along with the fair pushback, it has the ability to potentially make his mediums frametrap for big punishes.  
{{!}}-
{{Description|8|text=
* Disjointed hitbox.
Far reaching and good frame advantage encourages strong stagger pressure with 5L.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2M</font>======
===<big>{{clr|M|2M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2M
|input=2M
|image=DBFZ_AdultGohan_2M.png |caption=
|description=
|data=
* Slides forward about half-screen.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2M}}
{{!}}-
{{Description|8|text=
* Slides halfscreen.
* Launches on hit.
* Launches on hit.
}}
Can punish backdash and link into {{clr|M|5M}} or {{clr|H|3H}}. Will often put you right back on the opponent after being reflected.
}}
}}


======<font style="visibility:hidden;font-size:0">2H</font>======
===<big>{{clr|H|2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2H
|input=2H
|image=DBFZ_AdultGohan_2H.png |caption=
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2H}}
{{!}}-
{{Description|8|text=
* Head invul from frame 4.
* Smash hit launches higher with more hitstun.
* Smash hit launches higher with more hitstun.
* Puts Gohan in the air, true blockstring into j.236X.
* Puts Adult Gohan in the air, true blockstring into j.236X.
}}
Great anti-air and offensive tool on block compared to other {{clr|H|2H}}s, as it leads into pressure with j.236X.
}}
}}


======<font style="visibility:hidden;font-size:0">2S</font>======
===<big>{{clr|S|2S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2S
|input=2S
|image=DBFZ_AdultGohan_2S.png |caption=Jump back air fireball, pseudo-Akuma/Gouki style.
|description=
|data=
Treat this like a DP. {{clr|S|2S}} is a lightning fast backdash that puts Gohan airborne starting on frame 4, allows him to escape from blockstrings, beat throws, and crush lows. When his back is against the corner, it can be converted on hit with {{clr|H|j.236H}} into a full combo. At Level 1 and up, {{clr|H|j.236H}}[6] will connect even in midscreen.
{{AttackDataHeader-DBFZ}}
 
{{!}}-
It's also useful during Gohan's own blockstring to disengage and return to neutral. This leaves at minimum a 2F gap, but also makes him at least +1 on block.
{{#lst:{{PAGENAME}}/Data|2S}}
{{!}}-
{{Description|8|text=
* Pulls back and fires a Ki blast.
Useful to disengage and return to neutral. Has very little recovery which allows Gohan to 2H or 236L through the opponent's chase down attempt with Super Dash. Though the angle of the projectile makes it easy to whiff, so use it carefully.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">6M</font>======
===<big>{{clr|M|6M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=6M
|input=6M
|image=DBFZ_AdultGohan_6M.png |caption=
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6M}}
{{!}}-
{{Description|8|text=
* Universal overhead.
* Universal overhead.
* Uses the same animation and hitbox/hurtbox as j.H.
* Uses the same animation and hitbox/hurtbox as {{clr|H|j.H}}.
Can be made plus by delaying Level 1 autocombo.
Can be made plus by delaying Level 1 autocombo.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">3L</font>======
===<big>{{clr|L|3L}}</big>===
{{MoveData
{{InputBadge|'''Machine Gun Punch (Hold OK)'''}}
|name=3L
<tabber> Level 1+ =
|input=Machine Gun Punch
{{DBFZ_Move_Card
|image=DBFZ_AdultGohan_3L.png |caption=
|input=3L,3[L]
|data=
|description=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=3L}}
{{#lst:{{PAGENAME}}/Data|3L}}
{{!}}-
{{AttackVersion|name=3[L]}}
{{#lst:{{PAGENAME}}/Data|3[L]}}
{{!}}-
{{Description|9|text=
* Available at Level 1 Potential Unleashed.
* Available at Level 1 Potential Unleashed.
* Holding L adds extra hits.
* Holding L adds extra hits.
Good blockstring filler, average combo filler.
Handy blockstring filler but more importantly is a great stagger/pressure reset tool since it scales like a medium, is -2 on block, and can also be shortened/extended. Can also a good meaty against a delay tech.
}}
 
Scales subsequent damage pretty bad after a light starter because of its many hits, and some combos would do more omitting it entirely.
}}
}}
</tabber>


======<font style="visibility:hidden;font-size:0">3H</font>======
===<big>{{clr|H|3H}}</big>===
{{MoveData
{{InputBadge|'''Ultimate High Kick'''}}
|name=3H
{{DBFZ_Move_Card
|input=Ultimate High Kick
|input=3H
|image=DBFZ_AdultGohan_3H.png |caption=
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|3H}}
{{!}}-
{{Description|8|text=
* Head attribute invul from frame 6.
* Launches on hit.
* Launches on hit.
* Jump cancellable 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.
Extremely handy combo filler while possessing an abnormally high angle, allowing it to be a potential meaty against uptech recoveries. Decent hitstun and jump cancellable means this is basically a second, better {{clr|M|5M}} for combo purposes. Lastly, it is an anti-air, and can even be used in the place of {{clr|H|2H}}, but you must be ready to combo after landing it immediately, as there isn't ample time to hit-confirm before the opponent techs out.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.L</font>======
===<big>{{clr|L|j.L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.L
|input=j.L
|image=DBFZ_AdultGohan_jL.png |caption=
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.L}}
{{!}}-
{{Description|8|text=
* Bad horizontal range but great vertical range.
* Bad horizontal range but great vertical range.
Go-to fuzzy normal.
Go-to overhead normal. Will whiff after a {{clr|M|j.M}} if it didn't hit near the body.
}}
}}
===<big>{{clr|M|j.M}}</big>===
{{DBFZ_Move_Card
|input=j.M
|description=
* Great air-to-air normal.
}}
}}


======<font style="visibility:hidden;font-size:0">j.M</font>======
===<big>{{clr|H|j.H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.M
|input=j.H
|image=DBFZ_AdultGohan_jM.png |caption=
|description=
|data=
* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
{{AttackDataHeader-DBFZ}}
* {{clr|H|j.H}} causes a sliding knockdown on Smash hit.
{{!}}-
* Can be cancelled into {{clr|S|j.2S}} fastfall on hit, giving extra time to set-up.
{{#lst:{{PAGENAME}}/Data|j.M}}
While sending the enemy down, it can combo into {{clr|L|j.236L}} with the right positioning. This is the core idea of his leg loops.
{{!}}-
 
{{Description|8|text=
Like {{clr|M|j.M}}, can be used for cross-ups on smaller characters due to it's fast start-up and long range.
* Good air-to-air normal.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.H</font>======
===<big>{{clr|S|j.S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.H
|input=j.S
|image=DBFZ_AdultGohan_jH.png |caption=
|description=
|data=
Gohan's main zoning tool. It has very short recovery for a Ki Blast, pulls him backward like {{clr|S|2S}} but with a much more aggressive descend. It can be tough to approach a disciplined Gohan staying in the air and spamming {{clr|S|j.S}}. Super Dash is the obvious answer, but he can recover fast enough to either block, respond with j.236X, or {{clr|S|j.2S}} {{clr|L|236L}}.
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
In a blockstring, instant {{clr|S|j.S}} from a ground jump is +8 at minimum, and forward jump delay {{clr|S|j.S}} acts as a crossup fakeout that can be converted with {{clr|H|j.236H}}. {{clr|S|j.S}} can also be used defensively similar to {{clr|S|2S}}.
{{AttackVersion|name=5LLLLLLL}}
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}
{{!}}-
{{Description|9|text=
* Causes a wall bounce on Smash hit.
}}
{{AttackVersion|name=j.H}}
{{#lst:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{Description|9|text=
* 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.
}}
}}


======<font style="visibility:hidden;font-size:0">j.S</font>======
For combos, it has high hitstun and can combo into j.214X series and SD in the corner. The backward movement can make it a bit awkward to use, so Gohan often has to delay his string to get enough height like with {{clr|L|j.L}} > delay {{clr|L|j.LL}} > {{clr|S|j.S}}.
{{MoveData
|name=j.S
|image=DBFZ_AdultGohan_jS.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{Description|8|text=
* Air 2S.
Has enough hitstun to combo into SD in the corner.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.2H</font>======
===<big>{{clr|H|j.2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.2H
|input=j.2H
|image=DBFZ_AdultGohan_j2H.png |caption=
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.2H}}
{{!}}-
{{Description|8|text=
* Smash hit launches higher with more hitstun.
* 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.
* One of the fastest {{clr|H|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.
Can be linked into off of Level 1 {{clr|M|j.236M}} {4} in BnBs, allowing for a sliding knockdown with Level 1 {{clr|L|j.214L}}/{{clr|H|H}}.
}}
}}
===<big>{{clr|S|j.2S}}</big>===
{{DBFZ_Move_Card
|input=j.2S
|description=
* Falls straight to the ground.
* [https://youtu.be/YgYamDqHVA4?t=2014 Mix-up potential with resources.]
* Immediately after landing - can perform a heavy ({{clr|H|H}}), unique ({{clr|S|S}}), or Super Move.
Can be used after {{clr|H|j.H}} in the corner for a tiny bit more oki time, and also help with assist extensions on the ground like with beams post {{clr|H|j.H}}. Not too strong as a standalone mix-up tool since it's reactable, but it gives another layer to Adult Gohan's already strong pressure, especially if your opponent is respecting said pressure. You can also DP right after if you know your opponent won't react instantly/mash.
}}
}}


======<font style="visibility:hidden;font-size:0">j.2S</font>======
==Special Moves==
{{MoveData
===<big>Jet Uppercut</big>===
|name=j.2S
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
|image=DBFZ_AdultGohan_j2S.png |caption= Deadly knee drop but worse
<tabber> Level 0 =
|data=
{{DBFZ_Move_Card
{{AttackDataHeader-DBFZ}}
|input=236L Level 0,236M Level 0,236H Level 0
{{!}}-
|description=
{{#lst:{{PAGENAME}}/Data|j.2S}}
{{#lst:{{FULLPAGENAME}}|Jet Uppercut Description}}
{{!}}-
{{Description|8|text=
* 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.
}}
}}
|-|
Level 1+ =
{{DBFZ_Move_Card
|input=236L Level 1+,236M Level 1+,236H Level 1+
|description=
{{#lst:{{FULLPAGENAME}}|Jet Uppercut Description}}
}}
}}
</tabber>


==Special Moves==
<div style="display:none;"><section begin="Jet Uppercut Description"/>
======<font style="visibility:hidden;font-size:0">Jet Uppercut</font>======
<!--Insert text between these 2 <div> and <section/> tags. This description will be used for both Level 0 and Level 1+ moves-->
{{MoveData
;{{clr|L|236L}}
|name=Jet Uppercut
* Anti-air DP.
|input=236L/M/H
* Unscaled starter.
|image=DBFZ_AdultGohan_JetUppercut.png |caption=Half screen DP
Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos.
|data=
----
{{AttackDataHeader-DBFZ|version=yes}}
;{{clr|M|236M}}
{{!}}-
* Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects.
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|236L}}
{{!}}-
{{Description|9|text=
* Head attribute invul from frame 1.
Unscaled starter.
}}
{{AttackVersion|name=M (Level 0)}}
{{#lst:{{PAGENAME}}/Data|236M Level 0}}
{{!}}-
{{AttackVersion|name=M (Level 1+)}}
{{#lst:{{PAGENAME}}/Data|236M Level 1}}
{{!}}-
{{Description|9|text=
* 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 0 takes a tiny step forward.
* Level 1+ slides half screen forward.
* Level 1+ slides half screen forward. Moves far enough to catch backdash.
On block, the safest options are cancelling into Lv1 > DHC, or Spark. Panic Vanishing can be 2H'd easily.
* Each level adds an additional hit, up to 3 extra hits for level 3+.
}}
Used for his Level 7 loops, {{clr|H|5H}} > {{clr|S|236S}} > {{clr|M|236M}} scales almost nothing.
{{AttackVersion|name=H (Level 0)}}
----
{{#lst:{{PAGENAME}}/Data|236H Level 0}}
;{{clr|H|236H}}
{{!}}-
* Almost identical to M version with slightly faster start-up, and slightly more damage and range.
{{AttackVersion|name=H (Level 1+)}}
* Can link into any super after landing.
{{#lst:{{PAGENAME}}/Data|236H Level 1}}
* Each level adds an additional hit, up to 7 extra hits for level 7.
{{!}}-
Because it's near identical to the medium version, only really worth in pretty niche scenarios where the marginally faster start-up and more damage would matter.
{{Description|9|text=
<section end="Jet Uppercut Description"/></div>
* Almost identical to M version with slightly faster startup and further range.
 
===<big>Machine Gun Kick</big>===
{{InputBadge|'''{{clr|L|j.236L}}/{{clr|M|M}} (Hold OK)'''}} or {{InputBadge|'''{{clr|H|j.236H}}'''}}
<tabber> Level 0 =
{{DBFZ_Move_Card
|input=j.236L Level 0,j.236M Level 0,j.236H Level 0
|description=
{{#lst:{{FULLPAGENAME}}|Machine Gun Kick Description}}
}}
}}
|-|
Level 1+ =
{{DBFZ_Move_Card
|input=j.236L Level 1+,j.236M Level 1+,j.236H Level 1+
|description=
{{#lst:{{FULLPAGENAME}}|Machine Gun Kick Description}}
}}
}}
</tabber>


======<font style="visibility:hidden;font-size:0">Machine Gun Kick</font>======
<div style="display:none;"><section begin="Machine Gun Kick Description"/>
{{MoveData
<!--Insert text between these 2 <div> and <section/> tags. This description will be used for both Level 0 and Level 1+ moves-->
|name=Machine Gun Kick
;{{clr|L|j.236L}}
|input=j.236L/M/H
* Upon using, Adult Gohan immediately starts falling down.
|image=DBFZ_AdultGohan_MachinegunKick.png |caption=lööps
* Hold {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}} to kick indefinitely until landing. Minimum 3 kicks.
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=L (Level 0)}}
{{#lst:{{PAGENAME}}/Data|j.236L Level 0}}
{{!}}-
{{AttackVersion|name=L (Level 1+)}}
{{#lst:{{PAGENAME}}/Data|j.236L Level 1}}
{{!}}-
{{Description|9|text=
* Upon using, Gohan immediately starts falling down.
* Hold L/M/H to kick indefinitely until landing. Minimum 3 kicks.
* Carries all and any momentum.
* Carries all and any momentum.
* Keeps grounded opponent standing.
* 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.
Is the "leg" in leg loops.  
}}
----
{{AttackVersion|name=M (Level 0)}}
;{{clr|M|j.236M}}
{{#lst:{{PAGENAME}}/Data|j.236M Level 0}}
* Upon using, Adult Gohan stalls a bit before falling down.
{{!}}-
* Hold {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}} to kick indefinitely until landing. Minimum 3 kicks.
{{AttackVersion|name=M (Level 1+)}}
* Always moves Adult Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.
{{#lst:{{PAGENAME}}/Data|j.236M Level 1}}
{{!}}-
{{Description|9|text=
* 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.
* 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.
Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos.  
}}
----
{{AttackVersion|name=H (Level 0)}}
;{{clr|H|j.236H}}
{{#lst:{{PAGENAME}}/Data|j.236H Level 0}}
* 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.
{{AttackVersion|name=H (Level 1+)}}
{{#lst:{{PAGENAME}}/Data|j.236H Level 1}}
{{!}}-
{{Description|9|text=
* 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.
* 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.
* Smash on the last hit, and causes a wall bounce.
* On block, Gohan won't fall to the ground. Afterward he has enough time to sneak in a j.L.
Extremely active, spectacular against Super Dash and Raw Tag. Eating a raw {{clr|H|j.236H}} equals to losing 40% HP with a standard post-{{clr|H|j.236H}} combo. On block, Adult Gohan stays airborne, and can sneak in a {{clr|L|j.L}} that is susceptible to anti-airs, but can be countered alternatively with an OS reflect.
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.
<section end="Machine Gun Kick Description"/></div>
 
===<big>Ultimate Back Attack</big>===
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
<tabber> Level 0 =
{{DBFZ_Move_Card
|input=214L Level 0,214M Level 0,214H Level 0,j.214L Level 0,j.214M Level 0,j.214H Level 0
|description=
{{#lst:{{FULLPAGENAME}}|Ultimate Back Attack Description}}
}}
}}
|-|
Level 1+ =
{{DBFZ_Move_Card
|input=214L Level 1+,214M Level 1+,214H Level 1+,j.214L Level 1+,j.214M Level 1+,j.214H Level 1+
|description=
{{#lst:{{FULLPAGENAME}}|Ultimate Back Attack Description}}
}}
}}
</tabber>


======<font style="visibility:hidden;font-size:0">Ultimate Back Attack</font>======
<div style="display:none;"><section begin="Ultimate Back Attack Description"/>
{{MoveData
<!--Insert text between these 2 <div> and <section/> tags. This description will be used for both Level 0 and Level 1+ moves-->
|name=Ultimate Back Attack
* '''Level 0:''' Hops almost half screen. Ground version never crosses-up, air versions cross up if Adult Gohan leaps over the opponent.
|input=214L/M/H (Air OK)
* '''Level 1:''' Teleports to the opponent.
|image=DBFZ_AdultGohan_UltimateBackAttack.png |caption=Back to the ground son!
* Can't steal the corner.
|data=
----
{{AttackDataHeader-DBFZ|version=yes}}
;{{clr|L|214L}}
{{!}}-
{{AttackVersion|name=Ground L (Level 0)}}
{{#lst:{{PAGENAME}}/Data|214L Level 0}}
{{!}}-
{{AttackVersion|name=Ground L (Level 1+)}}
{{#lst:{{PAGENAME}}/Data|214L Level 1}}
{{!}}-
{{AttackVersion|name=Air L (Level 0)}}
{{#lst:{{PAGENAME}}/Data|j.214L Level 0}}
{{!}}-
{{AttackVersion|name=Air L (Level 1+)}}
{{#lst:{{PAGENAME}}/Data|j.214L Level 1}}
{{!}}-
{{Description|9|text=
* Smash hit causes a sliding knockdown.
* 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 0:''' {{clr|H|j.2H}} > Vanish > {{clr|L|j.214L}} would be the only way to combo into this solo without specific delays for a level 1-Super.
* Level 1: Teleports to opponent and always hits in front of them.
 
Gohan's main knockdown tool since it sends the opponent straight down. Though, it's not as useful at Level 0.
'''Level 1:''' {{clr|H|j.2H}} > {{clr|L|j.214L}} gets Adult Gohan a sliding knockdown anywhere.
}}
----
{{AttackVersion|name=Ground M (Level 0)}}
;{{clr|M|214M}}
{{#lst:{{PAGENAME}}/Data|214M Level 0}}
{{!}}-
{{AttackVersion|name=Ground M (Level 1+)}}
{{#lst:{{PAGENAME}}/Data|214M Level 1}}
{{!}}-
{{AttackVersion|name=Air M (Level 0)}}
{{#lst:{{PAGENAME}}/Data|j.214M Level 0}}
{{!}}-
{{AttackVersion|name=Air M (Level 1+)}}
{{#lst:{{PAGENAME}}/Data|j.214M Level 1}}
{{!}}-
{{Description|9|text=
* Smash hit causes a sliding knockdown.
* Smash hit causes a sliding knockdown.
* Level 0: Hops over half screen. Can cross up if Gohan leaps over the opponent.
* Switches sides anywhere outside of the corner.
* Level 1: Teleports to opponent and always hits behind them.
Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up.
* Can't steal the corner.
----
Mostly used after leg loops.
;{{clr|H|214H}}
}}
* Smash hit causes a ground-bounce sliding knockdown.
{{AttackVersion|name=Ground H (Level 0)}}
* Switches sides anywhere outside of the corner.
{{#lst:{{PAGENAME}}/Data|214H Level 0}}
'''Level 0:''' {{clr|S|j.S}} > {{clr|H|j.214H}} allows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0.
{{!}}-
 
{{AttackVersion|name=Ground H (Level 1+)}}
'''Level 1:''' Allows him to extend into advanced combos by inputting {{clr|M|j.M}}/{{clr|L|j.L}} right before landing, virtually becoming an extreme form of a rejump combo.
{{#lst:{{PAGENAME}}/Data|214H Level 1}}
<section end="Ultimate Back Attack Description"/></div>
{{!}}-
 
{{AttackVersion|name=Air H (Level 0)}}
===<big>Masenko</big>===
{{#lst:{{PAGENAME}}/Data|j.214H Level 0}}
{{InputBadge|'''{{clr|S|236S}}'''}}
{{!}}-
<tabber> Level 0 =
{{AttackVersion|name=Air H (Level 1+)}}
{{DBFZ_Move_Card
{{#lst:{{PAGENAME}}/Data|j.214H Level 1}}
|input=236S Level 0
{{!}}-
|description=
{{Description|9|text=
{{#lst:{{FULLPAGENAME}}|Masenko Description}}
* 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.
}}
}}
|-|
Level 1+ =
{{DBFZ_Move_Card
|input=236S Level 1+
|description=
{{#lst:{{FULLPAGENAME}}|Masenko Description}}
}}
}}
</tabber>


======<font style="visibility:hidden;font-size:0">Masenko</font>======
<div style="display:none;"><section begin="Masenko Description"/>
{{MoveData
<!--Insert text between these 2 <div> and <section/> tags. This description will be used for both Level 0 and Level 1+ moves-->
|name=Masenko
* Standard beam at Level 0, but becomes the highest damage beam at Level 1+.
|input=236S
* Even at Level 1+, it will still clash with typical 5-hit beams.
|image=DBFZ_AdultGohan_Masenko.png |caption=Why doesn't Piccolo have this beam again?
* Cancels into SD.
|data=
Mostly used before SD to start leg loops in the corner, and also as a DR ender in the corner.
{{AttackDataHeader-DBFZ|version=yes}}
<section end="Masenko Description"/></div>
{{!}}-
{{AttackVersion|name=Level 0}}
{{#lst:{{PAGENAME}}/Data|236S Level 0}}
{{!}}-
{{AttackVersion|name=Level 1+}}
{{#lst:{{PAGENAME}}/Data|236S Level 1}}
{{!}}-
{{Description|9|text=
* Even at Level 1+, it will still cancel out with typical 5-hit beams.
Used for corner combo with Assists.
}}
}}


==Z Assists==
==Z Assists==
======<font style="visibility:hidden;font-size:0">Assist A</font>======
===<big>Assist A</big>===
{{MoveData
{{InputBadge|'''Jet Uppercut'''}}
|name=Jet Uppercut
{{DBFZ_Move_Card
|input=Assist A
|input=Assist A
|image=DBFZ_AdultGohan_AssistJetUpper.png |caption=So good that it got nerfed
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist A}}
{{!}}-
{{Description|8|text=
* Receives the damage buff from Potential Unleashed.
* Receives the damage buff from Potential Unleashed.
* Head invul.
* Head invulnerable.
It's the fastest assist in the game.
* Tied with Krillin's A assist for the fastest assist in the game.
}}
Prototypical DP assist with good hitstun.
}}
}}


======<font style="visibility:hidden;font-size:0">Assist B</font>======
===<big>Assist B</big>===
{{MoveData
{{InputBadge|'''Machine Gun Punch'''}}
|name=Machine Gun Punch
{{DBFZ_Move_Card
|input=Assist B
|input=Assist B
|image=DBFZ_AdultGohan_3L.png |caption=
|description=
|data=
* Decent start-up.
{{AttackDataHeader-DBFZ}}
* High blockstun.
{{!}}-
Great blockstring assist, simple to hit confirm.
{{#lst:{{PAGENAME}}/Data|Assist B}}
{{!}}-
{{Description|8|text=


}}
Hits a little higher than it seems.
}}
}}


======<font style="visibility:hidden;font-size:0">Assist C</font>======
===<big>Assist C</big>===
{{MoveData
{{InputBadge|'''Masenko'''}}
|name=Masenko
{{DBFZ_Move_Card
|input=Assist C
|input=Assist C
|image=DBFZ_AdultGohan_Masenko.png |caption=They really did it.
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist C}}
{{!}}-
{{Description|8|text=
It's a beam assist. Go wild.
It's a beam assist. Go wild.
}}
}}
}}


==Super Moves==
==Super Moves==
======<font style="visibility:hidden;font-size:0">Potential Unleashed</font>======
===<big>Potential Unleashed</big>===
{{MoveData
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}} (Hold OK)'''}}
|name=Potential Unleashed
{{DBFZ_Move_Card
|input=236L+M or 236H+S
|input=236L+M,236H+S
|image=DBFZ_AdultGohan_PotentialUnleashed.png |caption=ESSENCE OF A SUPER SAIYAN
|description=
|data=
* Potential Unleashed's effects are listed below the overview section (At the top)
{{AttackDataHeader-DBFZ|version=yes}}
* {{clr|H|H}}+{{clr|S|S}} version can be held to stack up to 7 Ki Gauges, but {{clr|L|L}}+{{clr|M|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).
{{AttackVersion|name=Level 1}}
* Minimum damage: 658 and increase by 200 with each level. It is not affected by Potential Unleashed levels.
{{#lst:{{PAGENAME}}/Data|236LM}}
Low damage but fortunately low recovery, allowing 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 [[DBFZ/Kid Buu#Pearl Flash|Pearl Flash]], Vegeta's [[DBFZ/SSB Vegeta#Galick Gun|Galick Gun]], or Jiren's [[DBFZ/Jiren#Colossal Slash|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.
{{!}}-
{{AttackVersion|name=Level 2}}
{{#lst:{{PAGENAME}}/Data|236HS Level 2}}
{{!}}-
{{AttackVersion|name=Level 3}}
{{#lst:{{PAGENAME}}/Data|236HS Level 3}}
{{!}}-
{{AttackVersion|name=Level 4}}
{{#lst:{{PAGENAME}}/Data|236HS Level 4}}
{{!}}-
{{AttackVersion|name=Level 5}}
{{#lst:{{PAGENAME}}/Data|236HS Level 5}}
{{!}}-
{{AttackVersion|name=Level 6}}
{{#lst:{{PAGENAME}}/Data|236HS Level 6}}
{{!}}-
{{AttackVersion|name=Level 7}}
{{#lst:{{PAGENAME}}/Data|236HS Level 7}}
{{!}}-
{{Description|9|text=
* 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.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Bros. Kamehameha</font>======
===<big>Bros. Kamehameha</big>===
{{MoveData
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}}'''}}
|name=Bros. Kamehameha
{{DBFZ_Move_Card
|input=214L+M or 214H+S
|input=214L+M
|image=DBFZ_AdultGohan_UltimateKamehameha.png |caption=
|description=
|image2=DBFZ_AdultGohan_UltimateKamehameha-2.png |caption2=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|214LM}}
{{!}}-
{{Description|8|text=
* Causes a hard knockdown on hit.
* Minimum damage: 70*24 (1680).
* Minimum damage: 70*24 (1680).
* Hitbox can increase/decrease depending on who is on the team, but damage stays the same.
* 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.
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):''' By default, Adult Gohan fires the beam with Goten. If Gotenks is on his team, then Gohan will only do it solo. Goku can also join in if SS Goku is on his team, Gotenks ISN'T on the team, and if he is not on screen from an assist or Ultimate Z Change. When Ginyu is body swapped with Gohan, he will only ever do the solo version.
}}
}}
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[[Category:Gohan]]

Latest revision as of 05:06, 13 December 2023

Overview

Overview

Adult Gohan is a slick, flashy character with incredible pressure and great damage output. Designed to be a strong character (words from the developers themselves), he is a beast in the right hands. Gohan's equipped with fantastic one-of-a-kind normals and an install super: Potential UnleashedDBFZ AdultGohan PotentialUnleashed.pngGuardAllStartup9+3Recovery44Advantage-29, allowing him to get stronger and stronger as the match progresses. Using this super, Gohan can unlock various upgrades such as seemingly eternal blockstrings ripe with stagger potential, buffs on all special moves with significant properties, and even more eruptive damage output.

Simple, yet with a tremendously high skill ceiling, Adult Gohan is for players who want to see how much of themselves they can express through a character, and one that offers near endless space to improve.
Adult Gohan
DBFZ Adult Gohan Portrait.png
Unique Movement Options
j.2S
Double Airdash (at Level 3+)
Fastest Attacks
Reversals

 Adult Gohan is a crafty, pressure-oriented character who can power-up multiple times to smother his opponents with an overwhelming presence.

Pros
Cons
  • Potential Unleashed: Gohan becomes increasingly more powerful as he levels up, with him at Level 7 considered to be the strongest character in the game.
  • Stagger Pressure: Among the best stagger pressure equipped with devastating frametraps along with many points to reset blockstrings. At Level 5 and up, can end any blockstring with ±0 on block 2L or -2 3L.
  • Mix-ups: A toolkit filled to the brim with mix-up options. High/low with 5L and j.L, left/right with j.S and j.M or with Level 1 214LDBFZ AdultGohan UltimateBackAttack.pngGuardHighStartup24~32 [20~28] {1}Recovery11Advantage-3/MDBFZ AdultGohan UltimateBackAttack.pngGuardHighStartup28~36 [22~30] {1}Recovery11Advantage-3, blinding fast fallsDBFZ AdultGohan j2S.pngGuardStartupRecoveryTotal: Until L+9Advantage-, have we mentioned F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups at Level 3?
  • Combos: Arsenal enables lots of combo creativity leading to extremely high damage, from leg loops, Level 5 Reverse Beat The ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves. combos, and to Level 7 special move conversions.
  • Reversals: Plenty of strong, unique defensive options, and the only character in the game with DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. that can be made plus on block once he reaches Level 7.
  • Assist Variety: All 3 of his assists fill different niches: ADBFZ AdultGohan JetUppercut.pngGuardAllStartup18Recovery64Advantage+29 for pressure, BDBFZ AdultGohan 5LL.pngGuardAllStartup30RecoveryAdvantage+45 for blockstrings, and CDBFZ AdultGohan Masenko.pngGuardAllStartup33 [20]RecoveryAdvantage+30 for neutral.
  • Neutral: Gohan lacks full-screen presence as he has next-to-no approach tools without assists.
  • Potential Unleashed: Level 0 Gohan can be underwhelming, it's often necessary to put him at Mid In a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player. or Anchor In a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player. so he can enter the fight already leveled up through a DHC A term that describes when a character performs a super attack in a team game and tags into another characters super. or a special tag.
  • Meter Dump: Gohan relies on dumping bars from his very low damage Super in order to unlock the special properties from Potential Unleashed.

Unique Mechanics

Potential Unleashed

Every time Potential Unleashed is used, Adult Gohan will level 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:

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


Level 3:

  • Adult Gohan gains a second airdash. This allows him to jump and airdash twice, or double jump and then airdash, but he cannot airdash and then double jump.

Level 5:

  • Adult Gohan gains full Reverse Beat The ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves., allowing him to regularly cancel any normals into any other normals that haven't been used in the string.

Level 7:

  • Adult Gohan can cancel his specials into other specials on block or hit. He can only cancel into other special moves that haven't been used in the string.


Overall 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 attacks' damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at Level 6.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400×2 Low, All 6 3(5)3 11 -2
5LL Level 0 100×4 All 9 1{(2)1}×3 17 -2
5LLL Level 0 1000 All U3+ 11 2 19 -5
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 start-up 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.

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400×2 Low, All 6 3(5)3 11 -2
5LL Level 1+ 450 All 7 6 20 -10
5LLL Level 1+ 450 All 6 2 20 -6
5LLLL Level 1+ 450 All 7 3 13 ±0
5LLLLL Level 1+ 1000 All U3+ 11 2 19 -5
  • 5LL is equivalent to 5M.
    • Level 5: If 5M has already been used in a string, autocombo reverts back to level 0 version.
    • Does less damage, has worse scaling, and is more minus on block than the move it copies.

  • 5LLL is equivalent to 3H, though doesn't have Head invul.
    • Launches on hit.
    • Level 5: While technically a different button, if 3H has already been used in a string, this attack will not come out and the autocombo ends at 5LL. Subsequently, if 5LLL has been used, 3H cannot be used in the same string.

  • 5LLLL Can be used to reset pressure due to it having the same frame advantage as 2L.
    • Luckily unlike other autocombo normals, 5LLLL and 2L is able to be used in the same string, giving him fantastic pressure capabilities.

  • 5LLLLL launches higher than Level 0 5LLL.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 9 4 20 -8
  • Fantastic range.

Large normal that covers an extraordinary amount of space relative to how fast the start-up is, and thus is an amazing frametrap and whiff-punish. It also supplements his left/right mix-up by easily hit-confirming cross-up normals, especially if he has access to double airdash from Level 3.

The range can also be a downside as it's pretty punishable if Adult Gohan whiffs himself.

Unlike most of the cast who preserve their 5M to allow jump cancels from 2M, you can use this 5M much more liberally as 3H is also a jump cancellable combo launcher.

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1 11 6 18 -8
  • Great horizontal range, will hit at round start distance.
  • Wall bounces on Smash hit.

The fastest 5H in the game.

5S

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 17 4 25 -2
  • Covers about 90% of the screen relative to the hitbox and his position. Launches on hit.
  • Whiffs against crouching opponents, except up close.
  • Doesn't have Ki blast property.

Hits a lot higher than you'd expect. Used in corner combos and to start Leg Loops.

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
500 All 7 3 13 ±0
  • Fairly disjointed hitbox.

Far reaching and being +0 encourages strong stagger pressure.

Along with the fair pushback, it has the ability to potentially make his mediums frametrap for big punishes.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 12 9 17 -10
  • Slides forward about half-screen.
  • Launches on hit.

Can punish backdash and link into 5M or 3H. Will often put you right back on the opponent after being reflected.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 14 3 27 -16 4-18 Head
  • Smash hit launches higher with more hitstun.
  • Puts Adult Gohan in the air, true blockstring into j.236X.

Great anti-air and offensive tool on block compared to other 2Hs, as it leads into pressure with j.236X.

2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 12 [9] Total 36 [Total 33] -4

Treat this like a DP. 2S is a lightning fast backdash that puts Gohan airborne starting on frame 4, allows him to escape from blockstrings, beat throws, and crush lows. When his back is against the corner, it can be converted on hit with j.236H into a full combo. At Level 1 and up, j.236H[6] will connect even in midscreen.

It's also useful during Gohan's own blockstring to disengage and return to neutral. This leaves at minimum a 2F gap, but also makes him at least +1 on block.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0
  • Universal overhead.
  • Uses the same animation and hitbox/hurtbox as j.H.

Can be made plus by delaying Level 1 autocombo.

3L

Machine Gun Punch (Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
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.

Handy blockstring filler but more importantly is a great stagger/pressure reset tool since it scales like a medium, is -2 on block, and can also be shortened/extended. Can also a good meaty against a delay tech.

Scales subsequent damage pretty bad after a light starter because of its many hits, and some combos would do more omitting it entirely.

3H

Ultimate High Kick

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 8 4 18 -6 6-11 Head
  • Launches on hit.
  • Jump cancellable on hit.

Extremely handy combo filler while possessing an abnormally high angle, allowing it to be a potential meaty against uptech recoveries. Decent hitstun and jump cancellable means this is basically a second, better 5M for combo purposes. Lastly, it is an anti-air, and can even be used in the place of 2H, but you must be ready to combo after landing it immediately, as there isn't ample time to hit-confirm before the opponent techs out.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 5 10
  • Bad horizontal range but great vertical range.

Go-to overhead normal. Will whiff after a j.M if it didn't hit near the body.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 9 4 16
  • Great air-to-air normal.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 11 4 20
  • 5LLLLLLL Dynamic hit can wall bounce.
  • j.H causes a sliding knockdown on Smash hit.
  • Can be cancelled into j.2S fastfall on hit, giving 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.

Like j.M, can be used for cross-ups on smaller characters due to it's fast start-up and long range.

j.S

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 9 Total 26+5L

Gohan's main zoning tool. It has very short recovery for a Ki Blast, pulls him backward like 2S but with a much more aggressive descend. It can be tough to approach a disciplined Gohan staying in the air and spamming j.S. Super Dash is the obvious answer, but he can recover fast enough to either block, respond with j.236X, or j.2S236L.

In a blockstring, instant j.S from a ground jump is +8 at minimum, and forward jump delay j.S acts as a crossup fakeout that can be converted with j.236H. j.S can also be used defensively similar to 2S.

For combos, it has high hitstun and can combo into j.214X series and SD in the corner. The backward movement can make it a bit awkward to use, so Gohan often has to delay his string to get enough height like with j.L > delay j.LL > j.S.

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 11 3 19
  • Smash hit launches higher with more hitstun.
  • One of the fastest j.2Hs in the game, allowing your combos to be just a hair longer due to less hitstun decay.

Can be linked into off of Level 1 j.236M {4} in BnBs, allowing for a sliding knockdown with Level 1 j.214L/H.

j.2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
Total: Until L+9

Can be used after j.H in the corner for a tiny bit more oki time, and also help with assist extensions on the ground like with beams post j.H. Not too strong as a standalone mix-up tool since it's reactable, but it gives another layer to Adult Gohan's already strong pressure, especially if your opponent is respecting said pressure. You can also DP right after if you know your opponent won't react instantly/mash.

Special Moves

Jet Uppercut

236L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L Level 0 900 All 9 8 25+12L -33 1-16 Head
236M Level 0 600×2 / 600×2,150 All U1+ 16 4(7)9 40 -37 1-19 All
236H Level 0 600,800 / 600,800,150 All U1+ 9 4(7)10 43 -41 1-12 All
236L
  • Anti-air DP.
  • Unscaled starter.

Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos.


236M
  • Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects.
  • Level 0 takes a tiny step forward.
  • Level 1+ slides half screen forward. Moves far enough to catch backdash.
  • Each level adds an additional hit, up to 3 extra hits for level 3+.

Used for his Level 7 loops, 5H > 236S > 236M scales almost nothing.


236H
  • Almost identical to M version with slightly faster start-up, and slightly more damage and range.
  • Can link into any super after landing.
  • Each level adds an additional hit, up to 7 extra hits for level 7.

Because it's near identical to the medium version, only really worth in pretty niche scenarios where the marginally faster start-up and more damage would matter.

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L Level 1+ 900 All 7 8 19 -15 1-14 Head
236M Level 1+ 600×2 / 600×2,150×2~4 All U1+ 16~18 4(7)9 40 -37 1-19~21 All
236H Level 1+ 600,800 / 600,800,150×2~8 All U1+ 9~13 4(7)10 43 -41 1-12~16 All
236L
  • Anti-air DP.
  • Unscaled starter.

Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos.


236M
  • Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects.
  • Level 0 takes a tiny step forward.
  • Level 1+ slides half screen forward. Moves far enough to catch backdash.
  • Each level adds an additional hit, up to 3 extra hits for level 3+.

Used for his Level 7 loops, 5H > 236S > 236M scales almost nothing.


236H
  • Almost identical to M version with slightly faster start-up, and slightly more damage and range.
  • Can link into any super after landing.
  • Each level adds an additional hit, up to 7 extra hits for level 7.

Because it's near identical to the medium version, only really worth in pretty niche scenarios where the marginally faster start-up and more damage would matter.

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

Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos.


236M
  • Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects.
  • Level 0 takes a tiny step forward.
  • Level 1+ slides half screen forward. Moves far enough to catch backdash.
  • Each level adds an additional hit, up to 3 extra hits for level 3+.

Used for his Level 7 loops, 5H > 236S > 236M scales almost nothing.


236H
  • Almost identical to M version with slightly faster start-up, and slightly more damage and range.
  • Can link into any super after landing.
  • Each level adds an additional hit, up to 7 extra hits for level 7.

Because it's near identical to the medium version, only really worth in pretty niche scenarios where the marginally faster start-up and more damage would matter.

Machine Gun Kick

j.236L/M (Hold OK) or j.236H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
j.236L Level 0 250×3~N All 7 2{(3)2}×2~N 12 -4
j.236M Level 0 250×3~N All 13 2{(3)2}×2~N 12 -4
j.236H Level 0 50×10 / 50×10,700 All U1+ 11 2{(2)2}×9 12 +1
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.

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
j.236L Level 1+ 250×3~N All 7 1{(2)1}×2~N 11 -4
j.236M Level 1+ 250×3~N All 13 1{(2)1}×2~N 11 -4
j.236H Level 1+ 50×19 / 50×19,700 All U1+ 11 1{(2)1}×16 13 +1
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.

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

214L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L Level 0 1000 High D1 24 8 11 -3
214M Level 0 1100 High D1 28 8 11 -3
214H Level 0 1200 High D1 26 8 11 -3
j.214L Level 0 900 High D1 24 8 13
j.214M Level 0 1000 High D1 28 8 13
j.214H Level 0 1100 High D1 26 8 13
  • 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.2H > Vanish > j.214L would be the only way to combo into this solo without specific delays for a level 1-Super.

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.

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L Level 1+ 1000 High D1 24~32 [20~28] {1} 8 11 -3 8-12~20 All
214M Level 1+ 1100 High D1 28~36 [22~30] {1} 8 11 -3 6-10~18 All
214H Level 1+ 1200 High D1 26~34 [20~28] {1} 8 11 -3 6-10~18 All
j.214L Level 1+ 900 High D1 24~32 [20~28] {1} 8 11 -3 8-12~20 All
j.214M Level 1+ 1000 High D1 28~36 [22~30] {1} 8 11 -3 6-10~18 All
j.214H Level 1+ 1100 High D1 26~34 [20~28] {1} 8 11 -3 8-12~20 All
  • 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.2H > Vanish > j.214L would be the only way to combo into this solo without specific delays for a level 1-Super.

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.

  • 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.2H > Vanish > j.214L would be the only way to combo into this solo without specific delays for a level 1-Super.

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

236S

Damage Guard Smash Startup Active Recovery On-Block Invuln
262×5 All 18 25 21 -16
  • Standard beam at Level 0, but becomes the highest damage beam at Level 1+.
  • Even at Level 1+, it will still clash with typical 5-hit beams.
  • Cancels into SD.

Mostly used before SD to start leg loops in the corner, and also as a DR ender in the corner.

Damage Guard Smash Startup Active Recovery On-Block Invuln
262×7 All 18 33 21 -16
  • Standard beam at Level 0, but becomes the highest damage beam at Level 1+.
  • Even at Level 1+, it will still clash with typical 5-hit beams.
  • Cancels into SD.

Mostly used before SD to start leg loops in the corner, and also as a DR ender in the corner.

  • Standard beam at Level 0, but becomes the highest damage beam at Level 1+.
  • Even at Level 1+, it will still clash with typical 5-hit beams.
  • Cancels into SD.

Mostly used before SD to start leg loops in the corner, and also as a DR ender in the corner.

Z Assists

Assist A

Jet Uppercut

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 18 8 64 +29 10-? Head
  • Receives the damage buff from Potential Unleashed.
  • Head invulnerable.
  • Tied with Krillin's A assist for the fastest assist in the game.

Prototypical DP assist with good hitstun.

Assist B

Machine Gun Punch

Damage Guard Smash Startup Active Recovery On-Block Invuln
150×8 All 30 21 +45
  • Decent start-up.
  • High blockstun.

Great blockstring assist, simple to hit confirm.

Hits a little higher than it seems.

Assist C

Masenko

Damage Guard Smash Startup Active Recovery On-Block Invuln
200×5 / 200×5, 400 All 33 [20] 25 +30

It's a beam assist. Go wild.

Super Moves

Potential Unleashed

236L+M or 236H+S (Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M 1645 All UDV 9+3 10 44 -29 9-16 All
236H+S 1645 → 2043 → 2300 → 2568 → 2804 → 3015 → 3204 All UDV 9+3 10 44 -29 9-16 All
  • Potential Unleashed's effects are listed below the overview section (At the top)
  • 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).
  • Minimum damage: 658 and increase by 200 with each level. It is not affected by Potential Unleashed levels.

Low damage but fortunately low recovery, allowing 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

214L+M or 214H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
190×24 All UDV 9+3 101 50 -34 1-19 All
  • 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): By default, Adult Gohan fires the beam with Goten. If Gotenks is on his team, then Gohan will only do it solo. Goku can also join in if SS Goku is on his team, Gotenks ISN'T on the team, and if he is not on screen from an assist or Ultimate Z Change. When Ginyu is body swapped with Gohan, he will only ever do the solo version.

Colors

1Seasonal colors that can be unlocked at different times of the year.

Navigation

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