DBFZ/Adult Gohan: Difference between revisions

From Dustloop Wiki
Line 507: Line 507:
----
----
;236M
;236M
* Smash on first hit. Potential Unleashed extra hits only apply on Smash hit.
* Smash on 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.
Level 1+ moves far enough to catch backdash.
Used for his Level 7 loops, 5H > 236S > 236M scales almost nothing.
----
----
;236H
;236H

Revision as of 14:46, 19 September 2021

Overview

Template:CharaOverview

Normal Moves

5L

Level 0

5L

Level 1+

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
5L
5LL
5LLL
5LLLL
5LLLLL

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

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

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

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

  • 5LLLLL launches higher than Level 0 5LLL.

5M

5H

5S

2L

2M

2H

2S

6M

3L

Machine Gun Punch

3H

Ultimate High Kick

j.L

j.M


j.H

j.S

j.2H

j.2S

Special Moves

Jet Uppercut

236L/M/H

Machine Gun Kick

j.236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
L (Level 0)
L (Level 1+)
M (Level 0)
M (Level 1+)
H (Level 0)
H (Level 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.

Ultimate Back Attack

214L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Ground L (Level 0)
Ground L (Level 1+)
Air L (Level 0)
Air L (Level 1+)
Ground M (Level 0)
Ground M (Level 1+)
Air M (Level 0)
Air M (Level 1+)
Ground H (Level 0)
Ground H (Level 1+)
Air H (Level 0)
Air H (Level 1+)

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

214L
  • Smash hit causes a sliding knockdown.

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

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


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

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


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

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

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

Masenko

236S


Z Assists

Assist A

Jet Uppercut

Assist B

Machine Gun Punch

Assist C

Masenko


Super Moves

Potential Unleashed

236L+M or 236H+S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7

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

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

Bros. Kamehameha

214L+M or 214H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

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

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

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

External References

Navigation

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

Template:Navbar-DBFZ