DBFZ/Adult Gohan

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