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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
{{MFlag|update|clarifier=<br>Clarification: ''Frame data is up-to-date, but move descriptions are lacking.''}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
==Overview==
{{CharaOverview
{{DBFZ/CharacterLinks}}
|overview= Adult Gohan is designed to be a strong character, words from the developers themselves. Equipped with muscular long limbs that grant him fantastic normals both quick and wide, Son Gohan has huge reach and damage. Possessing a very unique mechanic in his Potential Unleashed Install, Adult Gohan gets stronger as the match progresses. Each use of his 1-bar Super unlocks various upgrades along the way; many of them include seemingly eternal blockstrings ripe with stagger potential, buffs on all special moves with significant properties, and devastating frametraps using mediums create eruptive damage output.
<div id="home-content" class="home-grid">
{{card|width=4
|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.


Simple, yet with a tremendously high skill ceiling, Adult Gohan is for players who want to seek how much of themselves they can express through a character, and one that offers near endless space to improve.
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.
|lore= After the battle with Cell, Son Gohan/Sun Wufan grew into a kind young man and a brilliant scholar, happily married to his high school sweetheart Videl Satan (the daughter of Mr. Satan), with a young daughter named Pan. Even though he does not train with the same fervor and passion as Goku and Vegeta, his hidden potential (after being released by the Elder Supreme Kai) still remains; when it comes to blows, Gohan can still fight with the best of them.
}}
|quote= I have to get stronger if I want to protect what's truly important to me.
{{DBFZ/Infobox
|voice_actor= Japanese: Masako Nozawa English: Kyle Herbert
|fastestAttack=
|summary= is a crafty, pressure-oriented character who powers-up to create an overwhelming presence that smothers his opponents.
|reversal=
}}
{{ProsAndCons
|intro=is a crafty, pressure-oriented character who can power-up multiple times to smother his opponents with an overwhelming presence.
|pros=  
|pros=  
* '''Great Buttons:''' Fast and long range normals, especially in his mediums that can enable big punishes frequently by utilizing frametraps.
* '''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 in the game, with many points where Gohan can reset his strings alongside a unique [[DBFZ/Adult Gohan#2L|2L]] that's +0 on block.
* '''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}}.
* '''Strong Mix-up:''' [[DBFZ/Adult Gohan#5L (Level 0)|5L]] and [[DBFZ/Adult Gohan#j.L|j.L]] can threaten a 50/50 after [[DBFZ/Adult Gohan#Machine Gun Kick|j.236H]] with an assist.
* '''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?
* '''Damage:''' Combos using [[DBFZ/Adult Gohan#Machine Gun Kick|j.236L]] and [[DBFZ/Adult Gohan#Ultimate Back Attack|j.214H]] give him high solo damage. 
* '''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.
* '''Reversal:''' [[DBFZ/Adult Gohan#Jet Uppercut|Jet Uppercut]] is a DP, and travels near half-screen after leveling up.
* '''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.
* '''Fast-Fall:''' [[DBFZ/Adult Gohan#j.2S|j.2S]] is a blinding Fast-Fall that amplifies his mix-up game and enables grounded assist extensions.
* '''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.
* '''Assist Variety:''' [[DBFZ/Adult Gohan#Assist A|A]] is both an anti-air and the fastest strike assist, [[DBFZ/Adult Gohan#Assist B|B]] gives high blockstun with ample time to hit confirm.
|cons=  
|cons=  
* '''Potential Unleashed:''' His level 1 Super has very low damage at the start, and the short range can make it whiff on some DHCs.  
* '''Neutral''': Gohan lacks full-screen presence as he has next-to-no approach tools without assists.
* '''Flawed Mix-up:''' Gohan's {{clr|H|j.236H}} mix-up can be [[DBFZ/Defense#Guard_Cancel|Guard Canceled]] on reaction.
* '''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.
* '''Micro Management:''' Players need to be cognizant if Adult Gohan is currently powered-up or not, or else risk dropping a combo with the wrong route.
* '''Meter Dump''': Gohan relies on dumping bars from his very low damage Super in order to unlock the special properties from Potential Unleashed.
* '''The Need to Level-up:''' Although unlikely, if Adult Gohan somehow cannot level-up during the entire game, he misses out on a lot of tools.
|difficulty_rating=4
|difficulty_rating=4
}}
}}
{{FP Box
</div>
 
===Unique Mechanics===
{{card|width=4
|header=Potential Unleashed
|header=Potential Unleashed
|content=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.
|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 Moveset Changes'''
'''Level 1:'''
*[[#5L (Level 0)|Ground L Super Combo]] is modified.
*[[#5L|Ground L Super Combo]] is modified.
*New move: [[#3L|Machine Gun Punch]].
*New move: [[#3L|Machine Gun Punch]].
*[[#Jet Uppercut|Jet Uppercut]]: Medium and Heavy versions travel further horizontally for the first hit.
*[[#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]]:
*[[#Machine Gun Kick|Machine Gun Kick]]:
:*Attacks more rapidly
:*Kicks even more rapidly.
:*Medium and Heavy versions travel further when forward input is held.
:*Medium and Heavy versions travel further when forward input is held.
:*Heavy version is active for twice as long and deals twice as many hits after hitting the opponent.
:*Heavy version is active for longer and deals twice as many hits after hitting the opponent.
*[[#Ultimate Back Attack|Ultimate Back Attack]]: Teleports on startup, tracks opponent anywhere on screen.
*[[#Ultimate Back Attack|Ultimate Back Attack]]: Teleports on start-up, tracking the opponent anywhere on screen.
*[[#Masenko|Masenko]]: Gains 2 additional hits.
*[[#Masenko|Masenko]]: Gains 2 additional hits.


'''Additional Changes'''
 
'''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 {{keyword|Reverse Beat}}, 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'''
*[[#Jet Uppercut|Medium Jet Uppercut]] gains 1 additional hit per level from Level 1 to 3.
*[[#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.
*[[#Jet Uppercut|Heavy Jet Uppercut]] gains 1 additional hit per level from Level 1 to 7.
*All attack's damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at Level 6.
*All attacks' damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at Level 6.
*At Level 3, 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.
*At Level 5, Gohan can cancel any normals into any other normals that hasn't been used in the string ("Reverse Beat").
*At Level 7, Gohan can cancel his specials into other specials.
}}
}}


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* Really short range.
* Really short range.
* First hit has a small hitbox coming from Gohan's foot.
* First hit has a small hitbox coming from Gohan's foot.
One of the best 5Ls in the game due to it's fast startup and non-suspecting low-hit property.  
One of the best {{clr|L|5L}}s in the game due to it's fast start-up and non-suspecting low-hit property.  


Everyone has been hit by this move.
Everyone has been hit by this move.
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* {{clr|L|5LL}} is equivalent to {{clr|M|5M}}.
* {{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.
** Level 5: If {{clr|M|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.
** 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.
* {{clr|L|5LLL}} is equivalent to {{clr|H|3H}}, though doesn't have Head invul.
** Launches on hit.
** Launches on hit.
** Level 5: 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}}. If {{clr|L|5LLL}} has been used, {{clr|H|3H}} cannot be used in the same string.
** 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.
** Can be used to reset pressure due to it having the same frame advantage as {{clr|L|2L}}.
----
Unlike other autocombo normals, {{clr|L|5LLLL}} and {{clr|L|2L}} can be used in the same string, giving him fantastic pressure capabilities.
* {{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}}.
* {{clr|L|5LLLLL}} launches higher than Level 0 {{clr|L|5LLL}}.
}}
}}
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|description=
|description=
* Fantastic range.
* Fantastic range.
Large normal that covers an extraordinary amount of space relative to how fast the startup is, and is an amazing whiff-punish. The range can also be a downside as it's pretty punishable if Adult Gohan whiffs himself.
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 {{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.
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.
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* Great horizontal range, will hit at round start distance.
* Great horizontal range, will hit at round start distance.
* Wall bounces on Smash hit.
* Wall bounces on Smash hit.
The fastest {{clr|H|5H}} in the game.
The fastest {{clr|H|5H}} in the game.  
}}
}}


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|input=5S
|input=5S
|description=
|description=
* Covers about 90% of the screen. Launches on hit.
* Covers about 90% of the screen relative to the hitbox and his position. Launches on hit.
* Whiffs against crouching opponents.
* Whiffs against crouching opponents, except up close.
** Hits crouching opponents up close.
* Doesn't have Ki blast property.
* Doesn't have Ki blast property.
Hits a lot higher than you'd expect. Used in corner combos and to start Leg Loops.
Hits a lot higher than you'd expect. Used in corner combos and to start Leg Loops.
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* Smash hit launches higher with more hitstun.
* Smash hit launches higher with more hitstun.
* Puts Adult 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 2Hs, as it leads into pressure with 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.
}}
}}


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|input=2S
|input=2S
|description=
|description=
* Pulls back and fires a Ki blast.
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.
Useful to disengage and return to neutral, although locks Adult Gohan in place for a while and can lose bad to an instant Super Dash. Use it only when your opponent won't anticipate it.  


Has enough hitstun to combo into SD in the corner for the universal Leg Loops version.
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.
}}
}}


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===<big>{{clr|L|3L}}</big>===
===<big>{{clr|L|3L}}</big>===
<span class="input-badge">'''Machine Gun Punch (Hold OK)'''</span>
{{InputBadge|'''Machine Gun Punch (Hold OK)'''}}
<tabber> Level 1+ =
<tabber> Level 1+ =
{{DBFZ_Move_Card
{{DBFZ_Move_Card
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* 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, great stagger/pressure reset tool with being -2 on block and can be shortened/extended. Is also a good meaty against a delay tech.
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.
Scales subsequent damage pretty bad after a light starter because of its many hits, and some combos would do more omitting it entirely.
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===<big>{{clr|H|3H}}</big>===
===<big>{{clr|H|3H}}</big>===
<span class="input-badge">'''Ultimate High Kick'''</span>
{{InputBadge|'''Ultimate High Kick'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=3H
|input=3H
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* Launches on hit.
* Launches on hit.
* Jump cancellable on hit.
* Jump cancellable on hit.
Extremely handy combo filler while possessing an abnormally high angle. Decent hitstun and jump cancellable means this is basically a second, better {{clr|M|5M}} for combo purposes. This is also an anti-air, and can be used in the place of {{clr|H|2H}}, but must be ready to combo after landing it immediately, as there isn't ample time to hit-confirm before the opponent techs out.
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.
}}
}}


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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.
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.


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


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|input=j.S
|input=j.S
|description=
|description=
* Air {{clr|S|2S}}.
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}}.
Similar to the ground version, it can also combo into SD and Ultimate Back Attack.
 
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}}.
 
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}}.
}}
}}


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|description=
|description=
* Smash hit launches higher with more hitstun.
* 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.
* 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 Level 1 {{clr|M|j.236M}} in BnBs, allowing for a sliding knockdowns with Level 1 {{clr|L|j.214L}}/{{clr|H|H}}.
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}}.
}}
}}


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* Falls straight to the ground.
* Falls straight to the ground.
* [https://youtu.be/YgYamDqHVA4?t=2014 Mix-up potential with resources.]
* [https://youtu.be/YgYamDqHVA4?t=2014 Mix-up potential with resources.]
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 wont react instantly/mash.
* 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.
}}
}}


==Special Moves==
==Special Moves==
===<big>Jet Uppercut</big>===
===<big>Jet Uppercut</big>===
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
<tabber> Level 0 =
<tabber> Level 0 =
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=236L Level 0,236M Level 0,236H Level 0
|input=236L Level 0,236M Level 0,236H Level 0
|description=
|description=
* All values in [] are for level 1+ versions.
{{#lst:{{FULLPAGENAME}}|Jet Uppercut Description}}
;{{clr|L|236L}}
* Anti-air DP.
* Unscaled starter.
Common TOD confirm. Can punish an imperfect safejump, like most 9-frame DPs.
----
;{{clr|M|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, {{clr|H|5H}} > {{clr|S|236S}} > {{clr|M|236M}} scales almost nothing.
----
;{{clr|H|236H}}
* Almost identical to M version with slightly more damage, startup, and range.
* Can link into any super after landing.
* Each level adds an additional hit, up to 7 extra hits for level 7.
}}
}}
|-|
|-|
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|input=236L Level 1+,236M Level 1+,236H Level 1+
|input=236L Level 1+,236M Level 1+,236H Level 1+
|description=
|description=
* All values in [] are for level 1+ versions.
{{#lst:{{FULLPAGENAME}}|Jet Uppercut Description}}
}}
</tabber>
 
<div style="display:none;"><section begin="Jet Uppercut Description"/>
<!--Insert text between these 2 <div> and <section/> tags. This description will be used for both Level 0 and Level 1+ moves-->
;{{clr|L|236L}}
;{{clr|L|236L}}
* Anti-air DP.
* Anti-air DP.
* Unscaled starter.
* Unscaled starter.
Common TOD confirm. Can punish an imperfect safejump, like most 9-frame DPs.
Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos.
----
----
;{{clr|M|236M}}
;{{clr|M|236M}}
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----
----
;{{clr|H|236H}}
;{{clr|H|236H}}
* Almost identical to M version with slightly more damage, startup, and range.
* Almost identical to M version with slightly faster start-up, and slightly more damage and range.
* Can link into any super after landing.
* Can link into any super after landing.
* Each level adds an additional hit, up to 7 extra hits for level 7.
* 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.
</tabber>
<section end="Jet Uppercut Description"/></div>


===<big>Machine Gun Kick</big>===
===<big>Machine Gun Kick</big>===
<span class="input-badge">'''{{clr|L|j.236L}}/{{clr|M|M}}/{{clr|H|H}} (Hold OK)'''</span>
{{InputBadge|'''{{clr|L|j.236L}}/{{clr|M|M}} (Hold OK)'''}} or {{InputBadge|'''{{clr|H|j.236H}}'''}}
<tabber> Level 0 =
<tabber> Level 0 =
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=j.236L Level 0,j.236M Level 0,j.236H Level 0
|input=j.236L Level 0,j.236M Level 0,j.236H Level 0
|description=
|description=
* All values in [] are for level 1+ versions.
{{#lst:{{FULLPAGENAME}}|Machine Gun Kick Description}}
** Essentially, Gohan kicks faster in level 1+ versions.
;{{clr|L|j.236L}}
* Upon using, Adult Gohan immediately starts falling down.
* Hold L/{{clr|M|M}}/{{clr|H|H}} to kick indefinitely until landing. Minimum 3 kicks.
* Carries all and any momentum.
* Keeps grounded opponent standing.
Is the "leg" in leg loops.
----
;{{clr|M|j.236M}}
* Upon using, Adult Gohan stalls a bit before falling down.
* Hold L/{{clr|M|M}}/{{clr|H|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.
----
;{{clr|H|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 {{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.
}}
}}
|-|
|-|
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|input=j.236L Level 1+,j.236M Level 1+,j.236H Level 1+
|input=j.236L Level 1+,j.236M Level 1+,j.236H Level 1+
|description=
|description=
* All values in [] are for level 1+ versions.
{{#lst:{{FULLPAGENAME}}|Machine Gun Kick Description}}
** Essentially, Gohan kicks faster in level 1+ versions.
}}
</tabber>
 
<div style="display:none;"><section begin="Machine Gun Kick Description"/>
<!--Insert text between these 2 <div> and <section/> tags. This description will be used for both Level 0 and Level 1+ moves-->
;{{clr|L|j.236L}}
;{{clr|L|j.236L}}
* Upon using, Adult Gohan immediately starts falling down.
* Upon using, Adult Gohan immediately starts falling down.
* Hold L/{{clr|M|M}}/{{clr|H|H}} to kick indefinitely until landing. Minimum 3 kicks.
* Hold {{clr|L|L}}/{{clr|M|M}}/{{clr|H|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.
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;{{clr|M|j.236M}}
;{{clr|M|j.236M}}
* Upon using, Adult Gohan stalls a bit before falling down.
* Upon using, Adult Gohan stalls a bit before falling down.
* Hold L/{{clr|M|M}}/{{clr|H|H}} to kick indefinitely until landing. Minimum 3 kicks.
* Hold {{clr|L|L}}/{{clr|M|M}}/{{clr|H|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.
* Always moves Adult Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.
* Launches on hit.
* Launches on hit.
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* 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, and causes a wall bounce.
* Smash on the last hit, and causes a wall bounce.
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, 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.
}}
<section end="Machine Gun Kick Description"/></div>
</tabber>


===<big>Ultimate Back Attack</big>===
===<big>Ultimate Back Attack</big>===
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
<tabber> Level 0 =
<tabber> Level 0 =
{{DBFZ_Move_Card
{{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
|input=214L Level 0,214M Level 0,214H Level 0,j.214L Level 0,j.214M Level 0,j.214H Level 0
|description=
|description=
* All values in [] are for level 1+ versions.
{{#lst:{{FULLPAGENAME}}|Ultimate Back Attack Description}}
* '''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.
----
;{{clr|L|214L}}
* Smash hit causes a sliding knockdown.
'''Level 0:''' {{clr|S|j.S}} > {{clr|L|j.214L}} in the corner is the primary way of utilizing this in combos.
 
'''Level 1:''' {{clr|H|j.2H}} > {{clr|L|j.214L}} gets Adult Gohan a sliding knockdown anywhere.
----
;{{clr|M|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.
----
;{{clr|H|214H}}
* Smash hit causes a ground-bounce sliding knockdown.
* Switches sides anywhere outside of the corner.
'''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.
 
'''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.
}}
}}
|-|
|-|
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|input=214L Level 1+,214M Level 1+,214H Level 1+,j.214L Level 1+,j.214M Level 1+,j.214H Level 1+
|input=214L Level 1+,214M Level 1+,214H Level 1+,j.214L Level 1+,j.214M Level 1+,j.214H Level 1+
|description=
|description=
* All values in [] are for level 1+ versions.
{{#lst:{{FULLPAGENAME}}|Ultimate Back Attack Description}}
}}
</tabber>
 
<div style="display:none;"><section begin="Ultimate Back Attack Description"/>
<!--Insert text between these 2 <div> and <section/> tags. This description will be used for both Level 0 and Level 1+ moves-->
* '''Level 0:''' Hops almost half screen. Ground version never crosses-up, air versions cross up if Adult Gohan leaps over the opponent.
* '''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.
* '''Level 1:''' Teleports to the opponent.
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;{{clr|L|214L}}
;{{clr|L|214L}}
* Smash hit causes a sliding knockdown.
* Smash hit causes a sliding knockdown.
'''Level 0:''' {{clr|S|j.S}} > {{clr|L|j.214L}} in the corner is the primary way of utilizing this in combos.  
'''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:''' {{clr|H|j.2H}} > {{clr|L|j.214L}} gets Adult Gohan a sliding knockdown anywhere.
'''Level 1:''' {{clr|H|j.2H}} > {{clr|L|j.214L}} gets Adult Gohan a sliding knockdown anywhere.
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'''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.
'''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.
}}
<section end="Ultimate Back Attack Description"/></div>
</tabber>


===<big>Masenko</big>===
===<big>Masenko</big>===
<span class="input-badge">'''{{clr|S|236S}}'''</span>
{{InputBadge|'''{{clr|S|236S}}'''}}
<tabber> Level 0 =
<tabber> Level 0 =
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=236S Level 0
|input=236S Level 0
|description=
|description=
* Standard beam at Level 0, but becomes the highest damage beam at Level 1+.
{{#lst:{{FULLPAGENAME}}|Masenko Description}}
* Even at Level 1+, it will still clash with typical 5-hit beams.
Mostly used after DR ender in the corner. Not having an air version hurts its spacing potential quite badly.
}}
}}
|-|
|-|
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|input=236S Level 1+
|input=236S Level 1+
|description=
|description=
{{#lst:{{FULLPAGENAME}}|Masenko Description}}
}}
</tabber>
<div style="display:none;"><section begin="Masenko Description"/>
<!--Insert text between these 2 <div> and <section/> tags. This description will be used for both Level 0 and Level 1+ moves-->
* Standard beam at Level 0, but becomes the highest damage beam at Level 1+.
* 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.
* Even at Level 1+, it will still clash with typical 5-hit beams.
Mostly used after DR ender in the corner. Not having an air version hurts its spacing potential quite badly.
* Cancels into SD.
}}
Mostly used before SD to start leg loops in the corner, and also as a DR ender in the corner.
</tabber>
<section end="Masenko Description"/></div>


==Z Assists==
==Z Assists==
===<big>Assist A</big>===
===<big>Assist A</big>===
<span class="input-badge">'''Jet Uppercut'''</span>
{{InputBadge|'''Jet Uppercut'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=Assist A
|input=Assist A
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* Head invulnerable.
* Head invulnerable.
* Tied with Krillin's A assist for the fastest assist in the game.
* Tied with Krillin's A assist for the fastest assist in the game.
The prototypical DP assist.
Prototypical DP assist with good hitstun.
}}
}}


===<big>Assist B</big>===
===<big>Assist B</big>===
<span class="input-badge">'''Machine Gun Punch'''</span>
{{InputBadge|'''Machine Gun Punch'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=Assist B
|input=Assist B
|description=
|description=
* Decent startup.
* Decent start-up.
* High blockstun.
* High blockstun.
Good blockstring assist, simple to hit confirm.  
Great blockstring assist, simple to hit confirm.  


Hits a little higher than it seems.
Hits a little higher than it seems.
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===<big>Assist C</big>===
===<big>Assist C</big>===
<span class="input-badge">'''Masenko'''</span>
{{InputBadge|'''Masenko'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=Assist C
|input=Assist C
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==Super Moves==
==Super Moves==
===<big>Potential Unleashed</big>===
===<big>Potential Unleashed</big>===
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}}'''</span> or <span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}} (Hold OK)'''</span>
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}} (Hold OK)'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=236L+M,236H+S
|input=236L+M,236H+S
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* {{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.
* {{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).
* 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
* Minimum damage: 658 and increase by 200 with each level. It is not affected by Potential Unleashed levels.
Because of the short recovery, Adult Gohan can possibly combo post-Super, or even set up solid post-Super oki with help. More notably, it can be used to DHC into from other supers that are still active. For example, Potential Unleashed lets Adult Gohan recover fast enough to set up for safejump 50/50s if he DHCs in during an ongoing level 1, like Kid Buu's [[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.
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.
}}
}}


===<big>Bros. Kamehameha</big>===
===<big>Bros. Kamehameha</big>===
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}}'''</span> or <span class="input-badge">'''{{clr|H|214H}}+{{clr|S|S}}'''</span>
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}}'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=214L+M
|input=214L+M
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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.
Leaving Adult Gohan pretty close to the opponent and being around +40 after hit, you can go for Superjump > IAD > High/Low for a relatively ambiguous 50/50 mix.


'''(Mostly Cosmetic):''' If Gotenks is on his team, Adult Gohan will perform it solo. If Gotenks is not on his team, Goten will come out to help. If Gotenks is not on his team, and SS Goku is on his team and is not on screen from an assist or Ultimate Z Change, Goku will come out to help. If Adult Gohan swaps bodies with Ginyu, he will only ever do the solo version.
'''(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==
==Colors==
{{DBFZColors|Size=120}}
{{DBFZColors}}
{{clear}}


==External References==
==Navigation==
==Navigation==
<center>{{Character Label|DBFZ|Adult Gohan|32px|label=Gohan (Adult)}}</center>
<center>{{Character Label|DBFZ|Adult Gohan|size=32px|label=Gohan (Adult)}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{DBFZ/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:DBFZ/Navigation}}
{{DBFZ/Navigation}}

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.

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