GGACR/Johnny and DBFZ/Adult Gohan: Difference between pages

From Dustloop Wiki
< GGACR(Difference between pages)
 
 
Line 1: Line 1:
{{InvisibleHeader}}{{NavTabs|game=GGACR|chara=Johnny|forums=http://www.dustloop.com/forums/index.php?/forums/forum/20-johnny/}}
{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Adult Gohan|discord=https://discord.gg/H5xaW3X}}
======<span style="visibility:hidden;font-size:0">overview</span>======
{| class="wikitable" style="float:right; margin-left:10px; width:300px;"
{{FlexContainer}}
|-
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
! align="center" colspan="2" | Gohan (Adult)
{{FP Box
|-
|header=Overview
| align="center" colspan="2" | [[File:DBFZ_Adult_Gohan_Portrait.png|300x500px|center]]
|content=Johnny wears sunglasses and a hat, which clearly makes him the coolest character in the game. He's the leader of the Jellyfish Pirates, has connections with the police, and uses one of the most dangerous forms of swordplay: Iaido.
|-
| '''Play-style''' || Pressure, Mix-up
|-
| '''Team Role''' || Middle, Point
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
{{Bio
| name = Adult Gohan
| game = DBFZ
| quote = I have to get stronger if I want to protect what's truly important to me.
| lore = After the battle with Cell, Son Gohan/Sun Wufan grew into a kind young man and a brilliant scholar, happily married to his high school sweetheart Videl Satan (the daughter of Mr. Satan), with a young daughter named Pan. Even though he does not train with the same fervor and passion as Goku and Vegeta, his hidden potential (after being released by the Elder Supreme Kai) still remains; when it comes to blows, Gohan can still fight with the best of them.
| voice = Japanese: Masako Nozawa English: Kyle Herbert
}}


In terms of playstyle, Johnny a character with big, safe buttons, unusual but high air mobility, and high burst damage with resources. He can get around most of the cast while airborne, has large range on his pokes, and has one of the best projectiles in the game, coin, which is plus on block and covers two very oppressive arcs. Mist Finer Cancels and dash/stance Jackhound give him some difficult and unorthodox, but cool means of cancels and conversions. A lot of Johnny's optimal combos are highly character specific and require a good amount of height management. His ground mobility is limited without wavedashing or proper transport use, and some of his hitboxes are very awkward. If you're willing to commit to getting used to it and love the idea of playing one of the coolest characters in the game, Johnny might be your man.
===Potential Unleashed===
Every time Potential Unleashed is used, Gohan levels up, giving him improved abilities and damage. Gohan 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'''
*[[{{PAGENAME}}#5L (Level 0)|Ground L Super Combo]] is modified
*New move: [[{{PAGENAME}}#3L|Machine Gun Punch]]
*[[{{PAGENAME}}#Jet Uppercut|Jet Uppercut]]: M and H versions travel further horizontally for the first hit
*[[{{PAGENAME}}#Machine Gun Kick|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
*[[{{PAGENAME}}#Ultimate Back Attack|Ultimate Back Attack]]: Teleports on startup, tracks opponent anywhere on screen
*[[{{PAGENAME}}#Masenko|Masenko]]: Gains 2 additional hits
 
'''Additional Changes'''
*M Jet Uppercut gains 1 additional hit per level from Level 1 to 3
*H Jet Uppercut gains 1 additional hit per level from Level 1 to 7
*All attack's damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at level 6
*At Level 7, Gohan can chain any normals into any other normals ("Reverse Beat")
 
===Playstyle===
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{Character Label|GGACR|Johnny|24px}} is defined by a multitude of large, safe attacks and tricky movement and cancel options.
| 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 =
| pros =
* '''Long horizontal range''': Johnny has strong options for controlling horizontal space such as {{clr|3|f.S}}, Mist Finer, and more.
* '''Great Buttons''': Fast and long range normals, especially his mediums that enable big punishes often.
* '''Good anti-airs''': {{clr|1|6P}}, {{clr|1|5P}}, and Mist Finer are potent anti-airs when used at the oppropriate spacings.
* '''Long Blockstrings''': Blockstrings can be extended with [[DBFZ/Adult Gohan#3L|3L]] and [[DBFZ/Adult Gohan#Machine Gun Kick|Machine Gun Kick]], enough to recharge assists.
* '''High damage potential'''
* '''Extremely Solid Pressure''': [[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, and [[DBFZ/Adult Gohan#2L|2L]] is a unique +0 button that can both stagger and start a frametrap.
* '''Great Strike/Throw mixups'''
* '''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.
* '''Very Strong Air Options''': Divine Blade, Uncho's Iai, Killer Joker, and Johnny's air normals are all good.
* '''Reversal''': [[DBFZ/Adult Gohan#Jet Uppercut|Jet Uppercut]] is a DP, in a game where meterless reversals are few and far between.
* '''High Solo Damage''': Combos using [[DBFZ/Adult Gohan#Machine Gun Kick|j.236M/L]] and [[DBFZ/Adult Gohan#Ultimate Back Attack|j.214H]] give him some of the highest solo damage available.
* '''Assist Variety''': [[DBFZ/Adult Gohan#Assist A|A]] is ''the'' fastest hitting DP assist, and [[DBFZ/Adult Gohan#Assist B|B]] gives high blockstun with ample time to hit confirm.
| cons =
| cons =
* '''Susceptable to low profile''': Some of Johnny's best pokes, such as {{clr|3|f.S}}, can be low profiled due to their thin hitboxes.
* '''Potential Unleashed''': Level 1 Super has low damage, and the short range can make it whiff on certain DHCs.  
* '''Damage requires resources''': Johnny's high damage combos will often require coins, meter, or both.
* '''Know How Levels Work''': Need to be cognizant of the changes Adult Gohan gets when he levels up.
* '''Subpar High/Low mixups'''
* '''The Need to Level-up''': Although unlikely, if Adult Gohan somehow cannot level-up, he misses out on some pressure, combo, and neutral tools.
* '''No Meterless Reversal'''
|tablewidth=69
}}
Note: Johnny is a character with a significant execution barrier. In order to utilize the depth of the character a player must commit to practicing their ability to input difficult techniques consistently.
|subheader1={{IconText|GGACR_Johnny_Coin|[[{{PAGENAME}}#Glitter Is Gold|Coin]]|size=16}}
|content2=Johnny has a unique resource in the form of coins. The number of coins that Johnny has is displayed above his tension meter. Johnny starts every round with 8 coins and does not get more coins until the start of the next round. Every time Johnny uses his [[{{PAGENAME}}#Glitter Is Gold|Glitter Is Gold]] special one coin will be subtracted from his remaining coin total. When Johnny has 0 coins remaining, he will be unable to throw coins at the enemy with his Glitter Is Gold special. When a coin hits the enemy, Johnny's Mist Finer special will Level Up to a maximum of Level 3 form a starting level of Level 1. Hitting an enemy with a coin when Johnny has level 3 Mist Finer will still do damage, but will not level up Mist Finer further. Whenever Mist Finer is used, Mist Finer will return to Level 1, and can be leveled up again.
}}
{{FP Box|header=Guilty Bits Character Intro
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|6NfJ3pn0FgQ|450}}{{Closediv}}{{Closediv}}
}}
{{Closediv}}<!--END TOP SECTION-->
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
{{FP TOC|game=GGACR}}
{{FP Box
| padding=no
| content={{CharaInfo
| game=GGACR
| fullname=Johnny
| nameplate=yes
| defense = {{#lst:{{PAGENAME}}/Data|defense}}
| guts = {{#lst:{{PAGENAME}}/Data|guts}}
| weight = {{#lst:{{PAGENAME}}/Data|weight}}
| stunres = {{#lst:{{PAGENAME}}/Data|stunres}}
| prejump = {{#lst:{{PAGENAME}}/Data|prejump}}
| backdash = {{#lst:{{PAGENAME}}/Data|backdash}}
| wakeup = {{#lst:{{PAGENAME}}/Data|wakeup}}
| movement = {{#lst:{{PAGENAME}}/Data|movement}}
| colors=yes
| colorsize=90
}}
}}
}}
{{Closediv}}<!--END FLEX SECTION-->
{{Closediv}}


==Normals==
==Normal Moves==
====Ground Normals====
======<font style="visibility:hidden;font-size:0">5L (Level 0)</font>======
======<span style="visibility:hidden;font-size:0">5P</span>======
{{MoveData
{{MoveData
|name={{clr|1|5P}}
|name=5L
|image=GGAC_Johnny_5P.png
|input=Level 0
|caption=*Snap*
|image=DBFZ_AdultGohan_5L.png |caption=Mix-up City
|image2=DBFZ_AdultGohan_5LL.png |caption2=
|image3=DBFZ_AdultGohan_5LLL.png |caption3=
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|5P}}
{{AttackVersion|name=5L}}
{{#lst:{{PAGENAME}}/Data|5L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|9|text=
*Sparkles. Whiffs over most crouchers. *A decent anti-air,Though lacking the invincibility of {{clr|1|6P}}, it has faster startup and less scaling and proration.
* Really short range.
*On air counter-hit, can jump-cancel for an air combo. Otherwise chain to {{clr|3|c.S}}, or cancel to Coin. Has similar animation to Coin.
* First hit has small hitbox.
One of the best 5Ls in the game due to it's fast startup and non-suspecting low-hit property.  


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
Everyone has gotten hit with this move.
GGXXACPR_Johnny-5P-Hitbox.png
</gallery>
}}
}}
}}
<nowiki/>
{{AttackVersion|name=5LL}}
======<span style="visibility:hidden;font-size:0">5K</span>======
{{#lst:{{PAGENAME}}/Data|5LL Level 0}}
{{MoveData
|name={{clr|2|5K}}
|image=GGAC_Johnny_5K.png
|caption=
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|5K}}
{{Description|9|text=
* Mostly combo filler.
}}
{{AttackVersion|name=5LLL}}
{{#lst:{{PAGENAME}}/Data|5LLL Level 0}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|9|text=
*All around good move. Your main poke. Good attack box, and not easily punished on whiff. The focal point of your ground game.
* Counts as grounded.
*How to get around your {{clr|2|5K}}, should be the thought that permeates your opponent's mind.  
* Smash hit can link to j.L.
*Does not prorate, making it a good hit-confirm for combos.
*On block, can cancel to a number of higher level moves to then Mist Cancel for greater frame advantage.  
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-5K-Hitbox.png
</gallery>
}}
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">c.S</span>======
 
======<font style="visibility:hidden;font-size:0">5L (Level 1+)</font>======
{{MoveData
{{MoveData
|name={{clr|3|c.S}}
|name=5L
|image=GGAC_Johnny_cS.png
|input=Level 1+
|caption=
|image=DBFZ_AdultGohan_Potential5L.png |caption=
|image2=DBFZ_AdultGohan_Potential5LL.png |caption2=
|image3=DBFZ_AdultGohan_Potential5LLL.png |caption3=
|image4=DBFZ_AdultGohan_Potential5LLLL.png |caption4=
|image5=DBFZ_AdultGohan_Potential5LLLLL.png |caption5=Your entire blockstring
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|c.S}}
{{AttackVersion|name=5L}}
{{#lst:{{PAGENAME}}/Data|5L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{AttackVersion|name=5LL}}
*Sort of an intermediary between {{clr|1|2P}} and {{clr|2|5K}}. One frame slower than {{clr|1|2P}} and less range than {{clr|2|5K}}, but more frame advantage on block, and a larger hitbox, vertically.  
{{#lst:{{PAGENAME}}/Data|5LL Level 1}}
*A great move to use as your throw option select.
{{!}}-
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
{{Description|9|text=
GGXXACPR_Johnny-cS-Hitbox.png
* Equivalent to 5M.
</gallery>
* 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.
}}
}}
<nowiki/>
{{AttackVersion|name=5LLL}}
======<span style="visibility:hidden;font-size:0">f.S</span>======
{{#lst:{{PAGENAME}}/Data|5LLL Level 1}}
{{MoveData
{{!}}-
|name={{clr|3|f.S}}
{{Description|9|text=
|image=GGAC_Johnny_fS.png
* Equivalent to 3H, though doesn't have Head invul.
|caption=
* Lauches on hit.
|data=
* 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.
{{AttackDataHeader-GGACR}}
}}
{{AttackVersion|name=5LLLL}}
{{#lst:{{PAGENAME}}/Data|5LLLL Level 1}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|f.S}}
{{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|7|text=
{{Description|9|text=
*Hits farther and harder than {{clr|2|5K}}, but whiffs over some characters and many crouchers, and even some runs. Sometimes intermittently. *Risky to use, but has excellent reach for its speed.
* Launches higher than Level 0 5LLL.
*Chains to {{clr|4|6H}}, but only combos on counter-hit or crouch-hit.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-fS-Hitbox.png
</gallery>
}}
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">5H</span>======
 
======<font style="visibility:hidden;font-size:0">5M</font>======
{{MoveData
{{MoveData
|name={{clr|4|5H}}
|name=5M
|image=GGAC_Johnny_5H.png
|image=DBFZ_AdultGohan_5M.png |caption=
|caption=
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|5H}}
{{#lst:{{PAGENAME}}/Data|5M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
*Big reach. Controls a lot of space, ground-wise and air-wise.  
* Fantastic range.
*Extends your hitbox forward, be mindful of this and it's startup. *Easily backdashed, and horrible if whiffed. Can be low profiled.  
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.
*Great for stopping jump outs and as a pressure tool.
 
'''Additional Frame Data''' ''Attack is fully extended on 12F''
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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-5H-1-Hitbox.png|Frame 11
GGXXACPR_Johnny-5H-2-Hitbox.png|Frame 12
</gallery>
}}
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">5D</span>======
 
======<font style="visibility:hidden;font-size:0">5H</font>======
{{MoveData
{{MoveData
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}]
|name=5H
|image=GGAC_Johnny_5D.png
|image=DBFZ_AdultGohan_5H.png |caption=
|caption=FLY AWAY
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|5D}}
{{#lst:{{PAGENAME}}/Data|5H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
*Very slow overhead. Johnny's only true standing overhead.
* Wall bounces on Smash hit
*On block, neutral at worst, +7 at best.
Mostly used for Level 1 leg loops in the corner, though the leg loops using this move takes up the smash property, and must have assists or vanish to end in a sliding knockdown.
*Deceptive reach.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-5D-Hitbox.png
</gallery>
}}
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">2P</span>======
 
======<font style="visibility:hidden;font-size:0">5S</font>======
{{MoveData
{{MoveData
|name={{clr|1|2P}}
|name=5S
|image=GGAC_Johnny_2P.png
|image=DBFZ_AdultGohan_5S.png |caption= Talk to the hand.
|caption=
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|2P}}
{{#lst:{{PAGENAME}}/Data|5S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
*Like a close range version of your {{clr|2|5K}}.  
* Covers about 90% of the screen. Launches on hit.
*Is all around faster than {{clr|2|5K}}, but has a little bit of proration.  
* Whiffs against crouching opponents.
*Tends to beat and lose to the same moves as {{clr|2|5K}}.  
* Doesn't have Ki Blast property.
*Natural frame advantage on block. *Self-cancels.
Hits a lot higher than you'd expect. Used in corner combos and to start Leg Loops.
'''Additional Frame Data''' ''Initial Prorate: 90%''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-2P-Hitbox.png
</gallery>
}}
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">2K</span>======
 
======<font style="visibility:hidden;font-size:0">2L</font>======
{{MoveData
{{MoveData
|name={{clr|2|2K}}
|name=2L
|image=GGAC_Johnny_2K.png
|image=DBFZ_AdultGohan_2L.png |caption=#saiyanprivilege
|caption=
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|2K}}
{{#lst:{{PAGENAME}}/Data|2L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
*Hits low. Compliments your {{clr|2|5K}}.  
* Fairly disjointed hitbox.
*Good frame advantage on block, and has a long cancel window.  
* The only +0 button in the game that can be true-stringed into from the ground.
*Naturally strong pressure tool, but is slow for its range, making it a poor choice when poking at neutral.  
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.  
*Properly meatied, {{clr|2|2K}} is reversal safe against many reversals.
'''Additional Frame Data''' ''Initial prorate: 75%''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-2K-Hitbox.png
</gallery>
}}
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">2S</span>======
 
======<font style="visibility:hidden;font-size:0">2M</font>======
{{MoveData
{{MoveData
|name={{clr|3|2S}}
|name=2M
|image=GGAC_Johnny_2S.png
|image=DBFZ_AdultGohan_2M.png |caption=
|caption=
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|2S}}
{{#lst:{{PAGENAME}}/Data|2M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
*What {{clr|2|2K}} is to {{clr|2|5K}}, {{clr|3|2S}} is to {{clr|3|f.S}}.
* Slides forward about half-screen.
*Hits low. Good active frames, good meaty, good neutral poke when {{clr|3|f.S}} would whiff.  
* Launches on hit.
*Prorates a lot.
Can punish backdash and link into 5M or 3H. Will often put you right back on the opponent on reflect.
*Proper use of {{clr|3|2S}} is essential to many matchups.
'''Additional Frame Data''' ''Initial prorate: 75%''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-2S-1-Hitbox.png|Frames 9-10
GGXXACPR_Johnny-2S-2-Hitbox.png|Frame 11-14
</gallery>
}}
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">2H</span>======
 
======<font style="visibility:hidden;font-size:0">2H</font>======
{{MoveData
{{MoveData
|name={{clr|4|2H}}
|name=2H
|image=GGAC_Johnny_2H.png
|image=DBFZ_AdultGohan_2H.png |caption=
|caption=Blow it out your ass
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|2H}}
{{#lst:{{PAGENAME}}/Data|2H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
*Very fast and lots of reach, both horizontally and a little bit vertically.
* Smash hit launches higher with more hitstun.
*Moves you backwards. Atrocious on whiff.
* Puts Gohan in the air, true blockstring into j.236X.
*A very specific move. Gatlings to {{clr|5|5D}}.
*Punishable on normal hit.  
*Staggers on CH.
'''Additional Frame Data''' ''Staggers opponent on CH (max 53F). Johnny is in CH state 1~35F''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-2H-Hitbox.png
</gallery>
}}
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">2D</span>======
 
======<font style="visibility:hidden;font-size:0">2S</font>======
{{MoveData
{{MoveData
|name={{clr|5|2D}}
|name=2S
|image=GGAC_Johnny_2D.png
|image=DBFZ_AdultGohan_2S.png |caption=Jump back air fireball, pseudo-Akuma/Gouki style.
|caption= He got dem moves
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|2D}}
{{#lst:{{PAGENAME}}/Data|2S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
*2 hits, both low. Second hit knocks down.  
* Pulls back and fires a Ki blast.
*Good to Mist Cancel off of.
Useful to disengage and return to neutral, although locks Adult Gohan in place for a while and can lose bad to an instant superdash. Use it only when your opponent won't anticipate it.  
*Good blockstring filler, to train them in to the habit of blocking low.  
 
*Mixup which hit you Mist Cancel, to keep them wary.
Has enough hitstun to combo into SD in the corner for the Leg Loops version that saves the smash property and results into a Sliding Knockdown.
*Has a little bit more reach than {{clr|3|2S}} and it doesn't prorate, so it can be a good substitute, But it's also worse to whiff.  
*{{clr|5|2D}}(1)>Coin will connect on most of the cast at most ranges.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-2D-1-Hitbox.png|Frames 9-10
GGXXACPR_Johnny-2D-2-Hitbox.png|Frame 14-16
</gallery>
}}
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">6P</span>======
 
======<font style="visibility:hidden;font-size:0">6M</font>======
{{MoveData
{{MoveData
|name={{clr|1|6P}}
|name=6M
|image=GGAC_Johnny_6P.png
|image=DBFZ_AdultGohan_6M.png |caption=
|caption=
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|6P}}
{{#lst:{{PAGENAME}}/Data|6M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
*Your 'go to' anti-air. Has upper body invincibility on startup. Also a good counter-poke due to the above knee invincibility in the later frames. *Floats on ground hit.
* Universal overhead.
'''Additional Frame Data''' ''Upper body invincible 1~4F. Above knees invincible 5~16F. Floats opponent on ground hit (untechable for 28F). Initial prorate: 80%''
* Uses the same animation and hitbox/hurtbox as j.H.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
Can be made plus by delaying Level 1 autocombo.
GGXXACPR_Johnny-6P-Hitbox.png
</gallery>
}}
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">6K</span>======
 
======<font style="visibility:hidden;font-size:0">3L</font>======
{{MoveData
{{MoveData
|name={{clr|2|6K}}
|name=3L
|image=GGAC_Johnny_6K.png
|input=Machine Gun Punch
|caption=I've got balls of steel
|image=DBFZ_AdultGohan_3L.png |caption=欧拉欧拉欧拉欧拉
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|6K}}
{{AttackVersion|name=3L}}
{{#lst:{{PAGENAME}}/Data|3L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{AttackVersion|name=3[L]}}
{{#lst:{{PAGENAME}}/Data|3[L]}}
{{!}}-
{{Description|9|text=
* Available at Level 1 Potential Unleashed.
* 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.


*Has some upper body invincibility in the middle of its startup.
Scales subsequent damage pretty bad after a light starter in an actual combo.
*More of an ground to air poke than an anti-air.
*Wallsticks on counter-hit. Floats on ground hit.
*Covers similar ground as your forward dash, and hits sooner than a cancelled forward dash.
*Good for pressure and chasing opponents, but easily called out by low hitting pokes.
*FRC Point at 12~13f
**Goes over most mid pokes and it's good for tick throws.
'''Additional Frame Data''' ''7~13F upper body invincible. Floats opponent on hit (untechable for 35F). Wall sticks opponent on CH (untechable for 90F, wallsitcks for 30F)''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-6K-Hitbox.png
</gallery>
}}
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">6H</span>======
 
======<font style="visibility:hidden;font-size:0">3H</font>======
{{MoveData
{{MoveData
|name={{clr|4|6H}}
|name=3H
|image=GGAC_Johnny_6H.png
|input=Ultimate High Kick
|caption=
|image=DBFZ_AdultGohan_3H.png |caption= I meant to do 2H but ok
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|6H}}
{{#lst:{{PAGENAME}}/Data|3H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
*Hit box moves back slightly at startup.  
* Launches on hit.
*Long range poke, controls a lot of ground space.  
* Jump cancellable on hit.
*The highest damage you can get in a single hit. Also your slowest poke. *Jump cancellable.
Extremely handy combo filler while possessing an abnormally high angle. Decent hitstun and jump cancellable means this is basically a second, better 5M for combo purposes. This is also an anti-air, and can be used in the place of 2H, but must be ready to combo after landing the move, as there isn't ample time to hit-confirm before the opponent techs out.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-6H-1-Hitbox.png|Frame 18
GGXXACPR_Johnny-6H-2-Hitbox.png|Frame 19
</gallery>
}}
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">3H</span>======
 
======<font style="visibility:hidden;font-size:0">j.L</font>======
{{MoveData
{{MoveData
|name={{clr|4|3H}}
|name=j.L
|image=GGAC_Johnny_3H.png
|image=DBFZ_AdultGohan_jL.png |caption=
|caption=
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|3H}}
{{#lst:{{PAGENAME}}/Data|j.L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
*2 hits. First hit hits around the feet, where {{clr|4|5H}} doesn't. Also has a lot of active frames.
* Bad horizontal range but great vertical range.
*Second hit is like a {{clr|4|5H}}. Solid meaty at max range, as it will clash with Sol's Volcanic Viper, but somewhat gimmicky as the range needed to induce a clash is a giveaway to what you are trying to do.  
Go-to overhead normal. Will whiff after a j.M if it didn't hit near the body.
*If you have ample time after your corner Bacchus Sigh setups, this is one move you can use to make sure your opponent stays in place on wakeup.  
*Can special cancel at any time, as long as the first hit has made contact.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-3H-1-Hitbox.png|1st hit (Frames 11-18)
GGXXACPR_Johnny-3H-2-Hitbox.png|2nd hit (Frames 21-22)
</gallery>
}}
}}
}}
<nowiki/>
}}<nowiki/>
====Air Normals====
 
======<span style="visibility:hidden;font-size:0">j.P</span>======
======<font style="visibility:hidden;font-size:0">j.M</font>======
{{MoveData
{{MoveData
|name={{clr|1|j.P}}
|name=j.M
|image=GGAC_Johnny_jP.png
|image=DBFZ_AdultGohan_jM.png |caption=
|caption=
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.P}}
{{#lst:{{PAGENAME}}/Data|j.M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
*Your fastest air normal.
* Great air-to-air normal.
*Self-cancel.
 
 
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-jP-Hitbox.png
</gallery>
}}
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">j.K</span>======
{{MoveData
|name={{clr|2|j.K}}
|image=GGAC_Johnny_jK.png
|caption=
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.K}}
{{!}}-
{{Description|7|text=
*Crossup. Decent air to ground.


 
======<font style="visibility:hidden;font-size:0">j.H</font>======
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-jK-1-Hitbox.png|Frames 8-9
GGXXACPR_Johnny-jK-2-Hitbox.png|Frames 10-13
</gallery>
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">j.S</span>======
{{MoveData
{{MoveData
|name={{clr|3|j.S}}
|name=j.H
|image=GGAC_Johnny_jS.png
|image=DBFZ_AdultGohan_jH.png |caption=
|caption=
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.S}}
{{AttackVersion|name=5LLLLLLL}}
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|9|text=
*Crossup. Whiffs on crouching hit boxes.
* Causes a wall bounce on Smash hit.
*Good air to air. Also good air to ground.
*Can be used to zone out a lot of space.
*Fast recovery allows for additional movements or attacks afterwards.
 
 
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-jS-Hitbox.png
</gallery>
}}
}}
}}
<nowiki/>
{{AttackVersion|name=j.H}}
======<span style="visibility:hidden;font-size:0">j.H</span>======
{{MoveData
|name={{clr|4|j.H}}
|image=GGAC_Johnny_jH.png
|caption=
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.H}}
{{#lst:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|9|text=
*Good air to ground.  
* Causes a sliding knockdown on Smash hit.
'''Additional Frame Data''' ''Staggers opponent on ground CH (max 39F)
* Can be cancelled into j.2S fastfall on hit, giving Gohan extra time to set-up.
Slams down opponent on air hit''
While sending the enemy down, it can combo into j.236L with the right positioning. This is the core idea of his leg loops.
}}
}}<nowiki/>


 
======<font style="visibility:hidden;font-size:0">j.S</font>======
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-jH-Hitbox.png
</gallery>
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">j.D</span>======
{{MoveData
{{MoveData
|name={{clr|5|j.D}}
|name=j.S
|image=GGAC_Johnny_jD.png
|image=DBFZ_AdultGohan_jS.png |caption=
|caption=
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.D}}
{{#lst:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
*Crossup.  
* Air 2S.
*Best air to air for hitting opponents above you.
Similar to the ground version, it can also combo into SD and Ultimate Back Attack.
'''Additional Frame Data''' ''Wallbounces opponent on hit (untechable for 24F)''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-jD-1-Hitbox.png|Frames 8-10
GGXXACPR_Johnny-jD-2-Hitbox.png|Frames 11-14
</gallery>
}}
}}
}}
}}<nowiki/>


==Universal Mechanics==
======<font style="visibility:hidden;font-size:0">j.2H</font>======
======<span style="visibility:hidden;font-size:0">Dead Angle</span>======
{{MoveData
{{MoveData
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]
|name=j.2H
|image=GGAC_Johnny_6P.png
|image=DBFZ_AdultGohan_j2H.png |caption=
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|DAA}}
{{#lst:{{PAGENAME}}/Data|j.2H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
Wallbounces. On counter-hit, a knockdown causes an un-OTG-able state.
* Smash hit launches higher with more hitstun.
}}
* One of the fastest j.2H's in the game, allowing your combos to be just a hair longer due to less Hitstun Decay.
* Can be linked into off of Potential Unleashed Level 1 Medium Machine Gun Kick in some combos, allowing for a slide knockdown with Ultimate Back Attack.
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">Air Throw</span>======
 
======<font style="visibility:hidden;font-size:0">j.2S</font>======
{{MoveData
{{MoveData
|name=Air Throw
|name=j.2S
|image=GGAC_Johnny_airThrow.png
|image=DBFZ_AdultGohan_j2S.png |caption= We Smash Bros now
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|Air Throw}}
{{#lst:{{PAGENAME}}/Data|j.2S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
Average range. Wallbounces. Heavy forced proration. Bacchus Sigh, recoin, LV2 Mid combos and more are possible when opponent is air thrown into the corner.  
* Fall straight to the ground.
}}
* Cancellable to 2S.
[https://youtu.be/YgYamDqHVA4?t=2014 Mix-up potential with resources.]
 
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 beams post j.H. Not too strong as a standalone mix-up tool since it's reactable, but gives another layer to Gohan's already strong pressure, especially if your opponent is respecting said pressure. You can also DP right after if you know your opponent is going to react with buttons.
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
 
==Special Moves==
======<font style="visibility:hidden;font-size:0">Jet Uppercut</font>======
{{MoveData
{{MoveData
|name=Ground Throw
|name=Jet Uppercut
|image=GGAC_Johnny_throw.png
|input=236L/M/H
|image=DBFZ_AdultGohan_JetUppercut.png |caption=Half screen DP
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|Ground Throw}}
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|236L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|9|text=
Slightly above average range. Causes techable float. Heavy forced proration. Due to its aggressive proration, it is advised to either coin, go for knockdown, or both when you land it. Following up with damage combos is generally not worth it.
* Anti-air DP.
}}
Unscaled starter.
}}
}}
==Specials==
{{AttackVersion|name=M (Level 0)}}
TODO: FIND A BETTER WAY TO LAY OUT MIST FINER DATA
{{#lst:{{PAGENAME}}/Data|236M Level 0}}
======<span style="visibility:hidden;font-size:0">Mist Finer Stance</span>======
{{MoveData
|name=Mist Finer Stance
|input=236{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}
|image=GGAC_Johnny_MistStance.png
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Stance|subtitle=236[P/K/S]}}
{{AttackVersion|name=M (Level 1+)}}
{{#lst:{{PAGENAME}}/Data|236[P/K/S]}}
{{#lst:{{PAGENAME}}/Data|236M Level 1}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
'''Additional Frame Data''' ''Can input Mist Stance Cancel from 2F onwards. Startup: LV1: 8F; LV2: 5F; LV3: 3F. Mist Stance Step Forward and Step Backwards cannot be performed for an additional two frames, and thus are available at: LV1: 10F; LV2: 7F; LV3: 5F''
* Smash on first hit. Potential Unleashed extra hits only apply on Smash hit.
* Level 0 takes a tiny step forward.
* Level 1+ slides half screen forward.
On block, the safest options are cancelling into Lv1 > DHC, or Spark. Panic Vanishing can be 2H'd easily.
}}
}}
{{AttackVersion|name=Step Forward|subtitle=MF Stance -> 66}}
{{AttackVersion|name=H (Level 0)}}
{{#lst:{{PAGENAME}}/Data|236[X] 66}}
{{#lst:{{PAGENAME}}/Data|236H Level 0}}
{{!}}-
{{!}}-
{{Description|8|text=
{{AttackVersion|name=H (Level 1+)}}
'''Additional Frame Data''' ''Can cancel into another Step Forward from 2~9F. Can cancel into Mist Stance Cancel from 10F onwards. Can cancel into Jackhound from 3F onwards. Can cancel into all Mist Stance followups from 12F onwards.''
{{#lst:{{PAGENAME}}/Data|236H Level 1}}
 
}}
{{AttackVersion|name=Step Backward|subtitle=MF Stance -> 44}}
{{#lst:{{PAGENAME}}/Data|236[X] 44}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
'''Additional Frame Data''' ''Can cancel into Mist Stance Cancel from 10F onwards. Can cancel into Jackhound from 3F onwards. Can cancel into all Mist Stance followups from 12F onwards''
* Almost identical to M version with slightly more damage, startup, and range.
 
* Can link into Level 1 or 3 Super after landing.
}}
}}
{{AttackVersion|name=Stance Cancel|subtitle=MF Stance -> H}}
}}<nowiki/>
{{#lst:{{PAGENAME}}/Data|236[X] H}}
{{!}}-
{{Description|8|text=*Johnny's most important tool. It's an Essential Johnny technique.
**Observe: 5H on block is -16, punishable by many characters. When Mist Canceled, it becomes +7. Better than safe, it's advantage!


*How to Mist Cancel
======<font style="visibility:hidden;font-size:0">Machine Gun Kick</font>======
**1. Do a move that is special cancelable.
**2. Special cancel in to a Mist Finer.
**3. Hold button to stay in Mist Stance.
**4. While holding button, press H to Stance Cancel (Note: Holding the button when mist cancelling is not mandatory as of Accent Core. If H is inputted during the window of mist stance startup, it will cancel at the first possible frame. However, if H is not inputted during that window, the actual Mist Finer will come out. While this technique makes it easier to perform the fastest possible mist cancelling, it is much easier to make a mistake. Thus, it is recommended to hold the button unless you have a good grasp of the timing and have good execution.)
'''Additional Frame Data''' ''Fastest possible Mist Stance Cancels per level are LV1: 11(8F+3F); LV2: 8(5F+3F); LV3: 6(3F+3F)
 
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">Up Mist Finer</span>======
{{MoveData
{{MoveData
|name=Mist Finer: Upper
|name=Machine Gun Kick
|input={{clr|1|236P}}
|input=j.236L/M/H
|image=GGAC_Johnny_236P.png
|image=DBFZ_AdultGohan_MachinegunKick.png |caption=lööps
|data=
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Level 1}}
{{AttackVersion|name=L (Level 0)}}
{{#lst:{{PAGENAME}}/Data|236P Lv1}}
{{#lst:{{PAGENAME}}/Data|j.236L Level 0}}
{{!}}-
{{!}}-
{{Description|8|text=
{{AttackVersion|name=L (Level 1+)}}
*Good anti-air for when your opponent is out of {{clr|1|6P}} range and/or is doing a move that will beat {{clr|1|6P}}.
{{#lst:{{PAGENAME}}/Data|j.236L Level 1}}
*Scores knockdown on air CH, recoin possible when near corner.
'''Additional Frame Data''' ''Initial prorate 70%. Blows back opponent on air hit (untechable for 39F). Fully untechable on air CH. Hitstop 0f. Will cancel out projectiles, but loses hit potential.''
}}
{{!}}-
{{!}}-
{{AttackVersion|name=Level 2}}
{{Description|9|text=
{{#lst:{{PAGENAME}}/Data|236P Lv2}}
* 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.
* Depending on the height, Adult Gohan will do an extra kick before landing.
Is the "leg" in leg loops.
}}
{{AttackVersion|name=M (Level 0)}}
{{#lst:{{PAGENAME}}/Data|j.236M Level 0}}
{{!}}-
{{!}}-
{{Description|8|text=*FRC Point at 19f~20f for getting a combo that ends in coin or making it safe if whiffed.
{{AttackVersion|name=M (Level 1+)}}
 
{{#lst:{{PAGENAME}}/Data|j.236M Level 1}}
'''Additional Frame Data''' ''Reduces Mist Level to 1. Cancels out projectiles. Wallbounces opponent on hit (untechable for 70F). Hitstop 0f.''
}}
{{!}}-
{{!}}-
{{AttackVersion|name=Level 3}}
{{Description|9|text=
{{#lst:{{PAGENAME}}/Data|236P Lv3}}
* Upon using, Adult Gohan stalls a bit before falling down.
{{!}}-
* Hold L/M/H to kick indefinitely until landing. Minimum 3 kicks.
{{Description|8|text=*Most damaging Mist Finer variation
* Always moves Adult Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.
*Works as a very powerful anti air, but it is a very hard call-out
* Launches on hit.
'''Additional Frame Data''' ''Reduces Mist Level to 1. Cancels out projectiles. Floats opponent and fully untechable on hit. Active frames are: {4(3)}x3,{3(4)4(3)}x2,3(4)4. Forward/Backwards movement possible during attack, Hitstop 0f''
* Depending on the height, Adult Gohan will do an extra kick before landing.
}}
Primarily used to add a bit more damage/meter in bnb combos.
}}
}}
<nowiki/>
{{AttackVersion|name=H (Level 0)}}
======<span style="visibility:hidden;font-size:0">Mid Mist Finer</span>======
{{#lst:{{PAGENAME}}/Data|j.236H Level 0}}
{{MoveData
|name=Mist Finer: Middle
|input={{clr|2|236K}}
|image=GGAC_Johnny_236K.png
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Level 1}}
{{#lst:{{PAGENAME}}/Data|236K Lv1}}
{{!}}-
{{Description|8|text=
Will cancel out projectiles, but loses hit potential.
}}
{{AttackVersion|name=Level 2}}
{{#lst:{{PAGENAME}}/Data|236K Lv2}}
{{!}}-
{{!}}-
{{Description|8|text=
{{AttackVersion|name=H (Level 1+)}}
Reduces Mist Level to 1. Cancels out projectiles.
{{#lst:{{PAGENAME}}/Data|j.236H Level 1}}
}}
{{AttackVersion|name=Level 3}}
{{#lst:{{PAGENAME}}/Data|236K Lv3}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
9 hits. Some hits are low. Reduces Mist Level to 1. Cancels out projectiles.
* Upon using, Adult Gohan jumps up a bit before falling down.
}}
* Always moves Adult Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.
* Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.
* Smash on the last hit. Smash hit causes a wall bounce. Can link into superdash, snapback, or even Level 0 j.214M from midscreen.
* On block, Adult Gohan won't fall to the ground. Afterward he has enough time to sneak in a j.L, thought this can be 2H'd.
Extremely active, very good against Super Dash and Raw Tag. Since you can control the momentum, you can bait out anti-air attempts by temporarily disengaging with an aerial backdash, then closing in with j.236H to get the punish. Also eating a raw j.236H equals to losing 40% of your HP at minimum, if Adult Gohan still has his aerial jump or superdash.
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">Low Mist Finer</span>======
 
======<font style="visibility:hidden;font-size:0">Ultimate Back Attack</font>======
{{MoveData
{{MoveData
|name=Mist Finer: Lower
|name=Ultimate Back Attack
|input={{clr|3|236S}}
|input=214L/M/H (Air OK)
|image=GGAC_Johnny_236S.png
|image=DBFZ_AdultGohan_UltimateBackAttack.png |caption=Back to the ground son!
|data=
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Level 1}}
{{AttackVersion|name=Ground L (Level 0)}}
{{#lst:{{PAGENAME}}/Data|236S Lv1}}
{{#lst:{{PAGENAME}}/Data|214L Level 0}}
{{!}}-
{{AttackVersion|name=Ground L (Level 1+)}}
{{#lst:{{PAGENAME}}/Data|214L Level 1}}
{{!}}-
{{!}}-
{{Description|8|text=
{{AttackVersion|name=Air L (Level 0)}}
Will cancel out projectiles, but loses hit potential.
{{#lst:{{PAGENAME}}/Data|j.214L Level 0}}
}}
{{AttackVersion|name=Level 2}}
{{#lst:{{PAGENAME}}/Data|236S Lv2}}
{{!}}-
{{!}}-
{{Description|8|text=
{{AttackVersion|name=Air L (Level 1+)}}
FRC: 19f~20f - Low. Reduces Mist Level to 1. Cancels out projectiles.
{{#lst:{{PAGENAME}}/Data|j.214L Level 1}}
}}
{{AttackVersion|name=Level 3}}
{{#lst:{{PAGENAME}}/Data|236S Lv3}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
9 hits. First hit is low. Reduces Mist Level to 1. Cancels out projectiles.
* Smash hit causes a sliding knockdown.
}}
* Level 0: Hops almost half screen. Ground version never crosses-up, air version cross up if Gohan leaps over the opponent.
* Level 1: Teleports to opponent and always hits in front of them.
At Level 0, he can do j.S > j.214L in the corner. After leveling up, j.2H > j.214L gets Adult Gohan a sliding knockdown anywhere.
}}
}}
<nowiki/>
{{AttackVersion|name=Ground M (Level 0)}}
======<span style="visibility:hidden;font-size:0">Glitter Is Gold</span>======
{{#lst:{{PAGENAME}}/Data|214M Level 0}}
{{MoveData
{{!}}-
|name=Glitter Is Gold
{{AttackVersion|name=Ground M (Level 1+)}}
|input={{clr|4|236H}} or {{clr|4|214H}}
{{#lst:{{PAGENAME}}/Data|214M Level 1}}
|image=GGACR_Johnny_Glitter.png
|caption=Shake it, baby
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=236H}}
{{AttackVersion|name=Air M (Level 0)}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{#lst:{{PAGENAME}}/Data|j.214M Level 0}}
{{!}}-
{{!}}-
{{AttackVersion|name=214H}}
{{AttackVersion|name=Air M (Level 1+)}}
{{#lst:{{PAGENAME}}/Data|214H}}
{{#lst:{{PAGENAME}}/Data|j.214M Level 1}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
You start each round with 8 Coins. Depletes one Coin on use. On hit, increases Mist Level by one. On block, it offers good frame advantage and a way to continue pressure, but be wary of the arc the coin travels in. If used thoughtlessly, some characters may be able to hit you and/or avoid the move with moves that have low-profile properties(e.g. Ky's Stun Dipper, Sol's {{clr|5|2D}} or Grand Viper).
* Smash hit causes a sliding knockdown.
}}
* Level 0: Hops over half screen. Can cross up if Gohan leaps over the opponent.
* Level 1: Teleports to opponent and always hits behind them.
* Can't steal the corner.
Strong overhead at Level 1, and switches sides anywhere outside of the corner.
}}
}}
<nowiki/>
{{AttackVersion|name=Ground H (Level 0)}}
======<span style="visibility:hidden;font-size:0">Bacchus Sigh</span>======
{{#lst:{{PAGENAME}}/Data|214H Level 0}}
{{MoveData
|name=Bacchus Sigh
|input={{clr|1|214P}}
|image=GGAC_Johnny_214P.png
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|214P}}
{{AttackVersion|name=Ground H (Level 1+)}}
{{#lst:{{PAGENAME}}/Data|214H Level 1}}
{{!}}-
{{!}}-
{{Description|7|text=
{{AttackVersion|name=Air H (Level 0)}}
FRC: 41f~46f - Causes no hitstun or blockstun. On "hit", attaches to opponent. Will attach to downed opponents. Opponent can not block Mist Finer attacks for as long as Bacchus Sigh is attached.
{{#lst:{{PAGENAME}}/Data|j.214H Level 0}}
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">Ensenga</span>======
{{MoveData
|name=Ensenga
|input={{clr|4|j.41236H}}
|image=GGAC_Johnny_j41236H.png
|caption=
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.41236H}}
{{AttackVersion|name=Air H (Level 1+)}}
{{#lst:{{PAGENAME}}/Data|j.214H Level 1}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|9|text=
Overhead. Not a projectile. First hit does a base damage of 6, scores knockdown at most heights against the entire cast. Second hit does a base damage of 62, causes Blowback effect, which can score knockdown at low heights. Note that when both hits connect, the knockdown of the first hit is canceled out by the Blowback of the second.
* Smash hit causes a ground bounce sliding knockdown.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
* Level 0: Hops almost full screen. Can cross up if Gohan leaps over the opponent.
GGXXACPR_Johnny-j41236H-1-Hitbox.png|Frames 9-10
* Level 1: Teleports to opponent and always hits behind them.
GGXXACPR_Johnny-j41236H-2-Hitbox.png|Frames 13-15
* Can't steal the corner.
</gallery>  
j.S > j.214H allows Gohan to level up anywhere on the screen. The ground bounce can also be extended with assist even in midscreen.
}}
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">Divine Blade</span>======
 
======<font style="visibility:hidden;font-size:0">Masenko</font>======
{{MoveData
{{MoveData
|name=Divine Blade
|name=Masenko
|input={{clr|3|623S}} -> {{clr|3|S}}
|input=236S
|image=GGAC_Johnny_623S.png
|image=DBFZ_AdultGohan_Masenko.png |caption=Why doesn't Piccolo have this beam again?
|image2=GGAC_Johnny_623SS.png
|data=
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Transport|subtitle=623S}}
{{AttackVersion|name=Level 0}}
{{#lst:{{PAGENAME}}/Data|623S}}
{{#lst:{{PAGENAME}}/Data|236S Level 0}}
{{!}}-
{{!}}-
{{AttackVersion|name=Attack|subtitle={{clr|3|623S}} > S}}
{{AttackVersion|name=Level 1+}}
{{#lst:{{PAGENAME}}/Data|623S S}}
{{#lst:{{PAGENAME}}/Data|236S Level 1}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Even at Level 1+, it will still cancel out with typical 5-hit beams.
Used for corner combo with assists.
}}
}}<nowiki/>


}}
==Z Assists==
}}
======<font style="visibility:hidden;font-size:0">Assist A</font>======
<nowiki/>
======<span style="visibility:hidden;font-size:0">Air Divine Blade</span>======
{{MoveData
{{MoveData
|name=Air Divine Blade
|name=Jet Uppercut
|image2=GGAC_Johnny_623SS.png
|input=Assist A
|input={{clr|3|j.236S}}
|image=DBFZ_AdultGohan_AssistJetUpper.png |caption=So good that it got nerfed
|image=
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.236S}}
{{#lst:{{PAGENAME}}/Data|Assist A}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
FRC: 15f~16f - Cancels out projectiles.
* Receives the damage buff from Potential Unleashed.
}}
* Head invul.
It's the fastest assist in the game.
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">Killer Joker</span>======
 
======<font style="visibility:hidden;font-size:0">Assist B</font>======
{{MoveData
{{MoveData
|name=Killer Joker
|name=Machine Gun Punch
|input={{clr|3|421S}} -> {{clr|3|S}}
|input=Assist B
|image=GGAC_Johnny_421S.png
|image=DBFZ_AdultGohan_3L.png |caption=
|image2=GGAC_Johnny_421SS.png
|data=
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{AttackVersion|name=Transport|subtitle=421S}}
{{#lst:{{PAGENAME}}/Data|Assist B}}
{{#lst:{{PAGENAME}}/Data|421S}}
{{!}}-
{{AttackVersion|name=Attack|subtitle={{clr|3|421S}} > S}}
{{#lst:{{PAGENAME}}/Data|421S S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
*Decent startup.
*High blockstun.
Good blockstring assist and easy to hit confirm.


}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Air Killer Joker</span>======
======<font style="visibility:hidden;font-size:0">Assist C</font>======
{{MoveData
{{MoveData
|name=Air Killer Joker
|name=Masenko
|input={{clr|3|j.214S}}
|input=Assist C
|image=GGAC_Johnny_421SS.png
|image=DBFZ_AdultGohan_Masenko.png |caption=They really did it.
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.214S}}
{{#lst:{{PAGENAME}}/Data|Assist C}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
FRC: 12f~14f - On FRC, restores air movement
It's a beam assist. Go wild.
}}
}}
}}
}}<nowiki/>


==Force Breaks==
==Super Moves==
======<span style="visibility:hidden;font-size:0">Jackhound</span>======
======<font style="visibility:hidden;font-size:0">Potential Unleashed</font>======
{{MoveData
{{MoveData
|name=Jackhound
|name=Potential Unleashed
|input={{clr|5|214D}}
|input=236L+M or 236H+S
|image=GGAC_Johnny_214D.png
|image=DBFZ_AdultGohan_PotentialUnleashed.png |caption=ESSENCE OF A SUPER SAIYAN
|data=
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Normal|subtitle=214D}}
{{AttackVersion|name=Level 1}}
{{#lst:{{PAGENAME}}/Data|214D}}
{{#lst:{{PAGENAME}}/Data|236LM}}
{{!}}-
{{!}}-
{{AttackVersion|name=Stance Jackhound|subtitle=MF Stance > 214D}}
{{AttackVersion|name=Level 2}}
{{#lst:{{PAGENAME}}/Data|236[X] 214D}}
{{#lst:{{PAGENAME}}/Data|236HS Level 2}}
{{!}}-
{{!}}-
{{AttackVersion|name=Stance Step Jackhound|subtitle=MF Stance Step > 214D}}
{{AttackVersion|name=Level 3}}
{{#lst:{{PAGENAME}}/Data|236[X] Step 214D}}
{{#lst:{{PAGENAME}}/Data|236HS Level 3}}
{{!}}-
{{!}}-
{{Description|8|text=
{{AttackVersion|name=Level 4}}
Consumes 25% Tension.
{{#lst:{{PAGENAME}}/Data|236HS Level 4}}
Staggers on ground hit (47F max). 46F float on air hit. 60% initial proration.
 
(During Mist Stance) - Staggers on ground hit (52F max). 51F float on air hit. 70% initial proration.
 
(During Mist Stance Dash) - Staggers on ground hit (65F max). 51F float on air hit. 80% initial proration.
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">Return Jack</span>======
{{MoveData
|name=Return Jack
|input=Jackhound -> {{clr|5|236D}}
|image=GGAC_Johnny_236D.png
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|214D 236D}}
{{AttackVersion|name=Level 5}}
{{#lst:{{PAGENAME}}/Data|236HS Level 5}}
{{!}}-
{{!}}-
{{Description|7|text=Consumes 25% Tension.
{{AttackVersion|name=Level 6}}
On hit, increases Mist Level by one.
{{#lst:{{PAGENAME}}/Data|236HS Level 6}}
}}
}}
 
==Overdrives==
======<span style="visibility:hidden;font-size:0">That's My Name</span>======
{{MoveData
|name=That's My Name
|input={{clr|4|632146H}}
|image=GGAC_Johnny_632146H.png
|caption=Don't Forget It.
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|632146H}}
{{AttackVersion|name=Level 7}}
{{#lst:{{PAGENAME}}/Data|236HS Level 7}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|9|text=
4 frames of startup before superflash + 4 frames of startup after. 1-8F invincibility. 9-10F throw invincibility. 9-17F above knees invincibility. Johnny's only true reversal. Think of the active hitbox as looking like a baseball bat. Always places the opponent to the right of Johnny.
* 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.
Because of the short recovery, Adult Gohan can possibly combo post-super, or even set up solid 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/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 follow-ups.
}}
}}
<nowiki/>
}}<nowiki/>
======<span style="visibility:hidden;font-size:0">Uncho's Iai</span>======
 
======<font style="visibility:hidden;font-size:0">Bros. Kamehameha</font>======
{{MoveData
{{MoveData
|name=Uncho's Iai
|name=Bros. Kamehameha
|input={{clr|4|j.236236H}}
|input=214L+M or 214H+S
|image=GGACR_Johnny_j236236H.png
|image=DBFZ_AdultGohan_UltimateKamehameha.png |caption="You came to the wrong neighborhood fool"
|caption=BUURRRRRRAVO DAZE
|image2=DBFZ_AdultGohan_UltimateKamehameha-2.png |caption2=
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.236236H}}
{{#lst:{{PAGENAME}}/Data|214LM}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* 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, 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.
}}
}}
}}
}}<nowiki/>
==Instant Kill==
{{MoveData
|name=Joker Trick
|input=in IK Mode: {{clr|4|236236H}}
|image=GGAC_Johnny_IK1.png
|caption=
|image2=GGAC_Johnny_IK2.png
|caption2=
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|IK}}
{{!}}-
{{Description|7|text=
It's a projectile for some reason. Whiffs on crouchers and characters with small hurtboxes, that means some dizzied characters aswell.
Overall, as bad as any IK.
}}
}}
 
== Notable Players ==
{| class="wikitable"
!width="95"|Name (English/Japanese) !! width="85"|Color
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play
|-
| Satou || style="text-align:center;"| [[File:AC_Johnny_normal_d.png|enter|90px]]
| Japan || Mikado || - || Retired || GOAT. Origin of the ''Satou Step'' || [https://youtu.be/bOYezef373I Link]
|-
| Omito || style="text-align:center;"| [[File:Johnny_ex_s.png|enter|90px]]
| Japan || Mikado || - || Retired to Xrd || Before the turn of the era where he became the strongest Xrd player. || [https://youtu.be/lJfXCmFtAhw AC Footage]
|-
| quash || style="text-align:center;"| [[File:Johnny_ex_h.png|enter|90px]]
| USA - Socal/Japan || - || - || Active || Counter hit 2H, stepjack maestro || [https://youtu.be/hx5rGA7iLoU?t=300 Link]
|-
| BLEED || style="text-align:center;"| [[File:Johnny_slash_h.png|enter|90px]]
| Japan ||  || - || Retired to Xrd || BLEED || -
|-
| Jonio || style="text-align:center;"| [[File:Johnny_ex_s.png|enter|90px]]
| Japan || Mikado || - || Retired to Xrd || The man who streamed nearly every Mikado +R event. ||
|-
| Kabegiwa no DC || style="text-align:center;"| [[File:Johnny_reload_h.png|enter|90px]]
| Japan || - || - || Retired to Xrd || Known predominantly for flippantly wasting coins || [https://youtu.be/JQgYpsSd0M4 Link]
|}
 
==[[Dustloop_Wiki:Roadmap/GGACR#Johnny|Roadmap]]==
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Johnny}}


==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-GGACR}}
{{Navbar-DBFZ}}
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:Dragon Ball FighterZ]]
[[Category:Johnny]]
[[Category:Gohan]]

Revision as of 01:12, 8 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Gohan (Adult)
DBFZ Adult Gohan Portrait.png
Play-style Pressure, Mix-up
Team Role Middle, Point

Overview

"I have to get stronger if I want to protect what's truly important to me."
Lore:After the battle with Cell, Son Gohan/Sun Wufan grew into a kind young man and a brilliant scholar, happily married to his high school sweetheart Videl Satan (the daughter of Mr. Satan), with a young daughter named Pan. Even though he does not train with the same fervor and passion as Goku and Vegeta, his hidden potential (after being released by the Elder Supreme Kai) still remains; when it comes to blows, Gohan can still fight with the best of them.
Voice:Japanese: Masako Nozawa English: Kyle Herbert

Potential Unleashed

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

Level 1 Moveset Changes

  • Attacks more rapidly
  • 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

Additional Changes

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

Playstyle

 Adult Gohan  Adult Gohan is a crafty, pressure-style character who powers-up to create an overwhelming presence that smothers his opponents.

Pros
Cons
  • Great Buttons: Fast and long range normals, especially his mediums that enable big punishes often.
  • Long Blockstrings: Blockstrings can be extended with 3L and Machine Gun Kick, enough to recharge assists.
  • Extremely Solid Pressure: 5L and j.L can threaten a 50/50 after j.236H with an assist, and 2L is a unique +0 button that can both stagger and start a frametrap.
  • Fast-Fall: j.2S is a blinding Fast-Fall that amplifies his mix-up game and enables grounded assist extensions.
  • Reversal: Jet Uppercut is a DP, in a game where meterless reversals are few and far between.
  • High Solo Damage: Combos using j.236M/L and j.214H give him some of the highest solo damage available.
  • Assist Variety: A is the fastest hitting DP assist, and B gives high blockstun with ample time to hit confirm.
  • Potential Unleashed: Level 1 Super has low damage, and the short range can make it whiff on certain DHCs.
  • Know How Levels Work: Need to be cognizant of the changes Adult Gohan gets when he levels up.
  • The Need to Level-up: Although unlikely, if Adult Gohan somehow cannot level-up, he misses out on some pressure, combo, and neutral tools.

Normal Moves

5L (Level 0)
5L
Level 0
DBFZ AdultGohan 5L.png
Mix-up City
DBFZ AdultGohan 5LL.png
DBFZ AdultGohan 5LLL.png
Template:AttackDataHeader-DBFZ
5L
  • Really short range.
  • First hit has small hitbox.

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

Everyone has gotten hit with this move.

5LL
  • Mostly combo filler.
5LLL
  • Counts as grounded.
  • Smash hit can link to j.L.
5L (Level 1+)
5L
Level 1+
DBFZ AdultGohan Potential5L.png
Your entire blockstring
Template:AttackDataHeader-DBFZ
5L
5LL
  • Equivalent to 5M.
  • Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version.

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

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

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

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

5LLLLL
  • Launches higher than Level 0 5LLL.
5M
5M
DBFZ AdultGohan 5M.png
Template:AttackDataHeader-DBFZ
  • 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.

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

5H
5H
DBFZ AdultGohan 5H.png
Template:AttackDataHeader-DBFZ
  • Wall bounces on Smash hit

Mostly used for Level 1 leg loops in the corner, though the leg loops using this move takes up the smash property, and must have assists or vanish to end in a sliding knockdown.

5S
5S
DBFZ AdultGohan 5S.png
Talk to the hand.
Template:AttackDataHeader-DBFZ
  • Covers about 90% of the screen. Launches on hit.
  • Whiffs against crouching opponents.
  • Doesn't have Ki Blast property.

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

2L
2L
DBFZ AdultGohan 2L.png
#saiyanprivilege
Template:AttackDataHeader-DBFZ
  • Fairly disjointed hitbox.
  • The only +0 button in the game that can be true-stringed into from the ground.

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
2M
DBFZ AdultGohan 2M.png
Template:AttackDataHeader-DBFZ
  • 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 on reflect.

2H
2H
DBFZ AdultGohan 2H.png
Template:AttackDataHeader-DBFZ
  • Smash hit launches higher with more hitstun.
  • Puts Gohan in the air, true blockstring into j.236X.
2S
2S
DBFZ AdultGohan 2S.png
Jump back air fireball, pseudo-Akuma/Gouki style.
Template:AttackDataHeader-DBFZ
  • Pulls back and fires a Ki blast.

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

Has enough hitstun to combo into SD in the corner for the Leg Loops version that saves the smash property and results into a Sliding Knockdown.

6M
6M Template:AttackDataHeader-DBFZ
  • Universal overhead.
  • Uses the same animation and hitbox/hurtbox as j.H.

Can be made plus by delaying Level 1 autocombo.

3L
3L
Machine Gun Punch 欧拉欧拉欧拉欧拉
Template:AttackDataHeader-DBFZ
3L
3[L]
  • Available at Level 1 Potential Unleashed.
  • 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.

Scales subsequent damage pretty bad after a light starter in an actual combo.

3H
3H
Ultimate High Kick
DBFZ AdultGohan 3H.png
I meant to do 2H but ok
Template:AttackDataHeader-DBFZ
  • Launches 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 5M for combo purposes. This is also an anti-air, and can be used in the place of 2H, but must be ready to combo after landing the move, as there isn't ample time to hit-confirm before the opponent techs out.

j.L
j.L
DBFZ AdultGohan jL.png
Template:AttackDataHeader-DBFZ
  • 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
j.M
DBFZ AdultGohan jM.png
Template:AttackDataHeader-DBFZ
  • Great air-to-air normal.
j.H
j.H
DBFZ AdultGohan jH.png
Template:AttackDataHeader-DBFZ
5LLLLLLL
  • Causes a wall bounce on Smash hit.
j.H
  • Causes a sliding knockdown on Smash hit.
  • Can be cancelled into j.2S fastfall on hit, giving Gohan extra time to set-up.

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

j.S
j.S Template:AttackDataHeader-DBFZ
  • Air 2S.

Similar to the ground version, it can also combo into SD and Ultimate Back Attack.

j.2H
j.2H Template:AttackDataHeader-DBFZ
  • Smash hit launches higher with more hitstun.
  • One of the fastest j.2H's in the game, allowing your combos to be just a hair longer due to less Hitstun Decay.
  • Can be linked into off of Potential Unleashed Level 1 Medium Machine Gun Kick in some combos, allowing for a slide knockdown with Ultimate Back Attack.
j.2S
j.2S
DBFZ AdultGohan j2S.png
We Smash Bros now
Template:AttackDataHeader-DBFZ
  • Fall straight to the ground.
  • Cancellable to 2S.

Mix-up potential with resources.

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 beams post j.H. Not too strong as a standalone mix-up tool since it's reactable, but gives another layer to Gohan's already strong pressure, especially if your opponent is respecting said pressure. You can also DP right after if you know your opponent is going to react with buttons.

Special Moves

Jet Uppercut
Jet Uppercut
236L/M/H
DBFZ AdultGohan JetUppercut.png
Half screen DP
Template:AttackDataHeader-DBFZ
L
  • Anti-air DP.

Unscaled starter.

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

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

H (Level 0)
H (Level 1+)
  • Almost identical to M version with slightly more damage, startup, and range.
  • Can link into Level 1 or 3 Super after landing.
Machine Gun Kick
Machine Gun Kick
j.236L/M/H
DBFZ AdultGohan MachinegunKick.png
lööps
Template:AttackDataHeader-DBFZ
L (Level 0)
L (Level 1+)
  • 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.
  • Depending on the height, Adult Gohan will do an extra kick before landing.

Is the "leg" in leg loops.

M (Level 0)
M (Level 1+)
  • 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.
  • Depending on the height, Adult Gohan will do an extra kick before landing.

Primarily used to add a bit more damage/meter in bnb combos.

H (Level 0)
H (Level 1+)
  • Upon using, Adult Gohan jumps up a bit before falling down.
  • Always moves Adult Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.
  • Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.
  • Smash on the last hit. Smash hit causes a wall bounce. Can link into superdash, snapback, or even Level 0 j.214M from midscreen.
  • On block, Adult Gohan won't fall to the ground. Afterward he has enough time to sneak in a j.L, thought this can be 2H'd.

Extremely active, very good against Super Dash and Raw Tag. Since you can control the momentum, you can bait out anti-air attempts by temporarily disengaging with an aerial backdash, then closing in with j.236H to get the punish. Also eating a raw j.236H equals to losing 40% of your HP at minimum, if Adult Gohan still has his aerial jump or superdash.

Ultimate Back Attack
Ultimate Back Attack
214L/M/H (Air OK)
DBFZ AdultGohan UltimateBackAttack.png
Back to the ground son!
Template:AttackDataHeader-DBFZ
Ground L (Level 0)
Ground L (Level 1+)
Air L (Level 0)
Air L (Level 1+)
  • Smash hit causes a sliding knockdown.
  • Level 0: Hops almost half screen. Ground version never crosses-up, air version cross up if Gohan leaps over the opponent.
  • Level 1: Teleports to opponent and always hits in front of them.

At Level 0, he can do j.S > j.214L in the corner. After leveling up, j.2H > j.214L gets Adult Gohan a sliding knockdown anywhere.

Ground M (Level 0)
Ground M (Level 1+)
Air M (Level 0)
Air M (Level 1+)
  • Smash hit causes a sliding knockdown.
  • Level 0: Hops over half screen. Can cross up if Gohan leaps over the opponent.
  • Level 1: Teleports to opponent and always hits behind them.
  • Can't steal the corner.

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

Ground H (Level 0)
Ground H (Level 1+)
Air H (Level 0)
Air H (Level 1+)
  • 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.

j.S > j.214H allows Gohan to level up anywhere on the screen. The ground bounce can also be extended with assist even in midscreen.

Masenko
Masenko
236S
DBFZ AdultGohan Masenko.png
Why doesn't Piccolo have this beam again?
Template:AttackDataHeader-DBFZ
Level 0
Level 1+
  • Even at Level 1+, it will still cancel out with typical 5-hit beams.

Used for corner combo with assists.

Z Assists

Assist A
Jet Uppercut
Assist A So good that it got nerfed
Template:AttackDataHeader-DBFZ
  • Receives the damage buff from Potential Unleashed.
  • Head invul.

It's the fastest assist in the game.

Assist B
Machine Gun Punch
Assist B
Template:AttackDataHeader-DBFZ
  • Decent startup.
  • High blockstun.

Good blockstring assist and easy to hit confirm.

Assist C
Masenko
Assist C
DBFZ AdultGohan Masenko.png
They really did it.
Template:AttackDataHeader-DBFZ

It's a beam assist. Go wild.

Super Moves

Potential Unleashed
Potential Unleashed
236L+M or 236H+S
DBFZ AdultGohan PotentialUnleashed.png
ESSENCE OF A SUPER SAIYAN
Template:AttackDataHeader-DBFZ
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 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.

Because of the short recovery, Adult Gohan can possibly combo post-super, or even set up solid 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 follow-ups.

Bros. Kamehameha
Bros. Kamehameha
214L+M or 214H+S
DBFZ AdultGohan UltimateKamehameha.png
"You came to the wrong neighborhood fool"
DBFZ AdultGohan UltimateKamehameha-2.png
Template:AttackDataHeader-DBFZ
  • 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, Gohan will perform it solo. If Gotenks is not on his team, Goten will come out to help. If Gotenks is not on his team, and SS Goku is on his team and is not on screen from an assist or Ultimate Z Change, Goku will come out to help. If Gohan swaps bodies with Ginyu, he will only ever do the solo version.

Navigation

To edit frame data, edit values in DBFZ/Adult Gohan/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

Template:Navbar-DBFZ