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| :*Medium and Heavy versions travel further when forward input is held. | | :*Medium and Heavy versions travel further when forward input is held. |
| :*Heavy version is active for longer and deals twice as many hits after hitting the opponent. | | :*Heavy version is active for longer and deals twice as many hits after hitting the opponent. |
| *[[#Ultimate Back Attack|Ultimate Back Attack]]: Teleports on startup, tracks opponent anywhere on screen. | | *[[#Ultimate Back Attack|Ultimate Back Attack]]: Teleports on start-up, tracks opponent anywhere on screen. |
| *[[#Masenko|Masenko]]: Gains 2 additional hits. | | *[[#Masenko|Masenko]]: Gains 2 additional hits. |
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| * Really short range. | | * Really short range. |
| * First hit has a small hitbox coming from Gohan's foot. | | * First hit has a small hitbox coming from Gohan's foot. |
| One of the best 5Ls in the game due to it's fast startup and non-suspecting low-hit property. | | One of the best 5Ls in the game due to it's fast start-up and non-suspecting low-hit property. |
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| Everyone has been hit by this move. | | Everyone has been hit by this move. |
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| |description= | | |description= |
| * Fantastic range. | | * Fantastic range. |
| Large normal that covers an extraordinary amount of space relative to how fast the startup is, and thus is an amazing frametrap and whiff-punish. The range can also be a downside as it's pretty punishable if Adult Gohan whiffs himself. | | Large normal that covers an extraordinary amount of space relative to how fast the start-up is, and thus is an amazing frametrap and whiff-punish. The range can also be a downside as it's pretty punishable if Adult Gohan whiffs himself. |
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| Unlike most of the cast who preserve their {{clr|M|5M}} to allow jump cancels from {{clr|M|2M}}, you can use this {{clr|M|5M}} much more liberally as {{clr|H|3H}} is also a jump cancellable combo launcher. | | Unlike most of the cast who preserve their {{clr|M|5M}} to allow jump cancels from {{clr|M|2M}}, you can use this {{clr|M|5M}} much more liberally as {{clr|H|3H}} is also a jump cancellable combo launcher. |
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| While sending the enemy down, it can combo into {{clr|L|j.236L}} with the right positioning. This is the core idea of his leg loops. | | While sending the enemy down, it can combo into {{clr|L|j.236L}} with the right positioning. This is the core idea of his leg loops. |
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| Like {{clr|M|j.M}}, can be used for cross-ups on smaller characters due to it's fast startup and long range. | | Like {{clr|M|j.M}}, can be used for cross-ups on smaller characters due to it's fast start-up and long range. |
| }} | | }} |
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| * Can link into any super after landing. | | * Can link into any super after landing. |
| * Each level adds an additional hit, up to 7 extra hits for level 7. | | * Each level adds an additional hit, up to 7 extra hits for level 7. |
| Because it's near identical to the medium version, only really worth in pretty niche scenarios where the marginally faster start-up and little damage would matter. | | 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. |
| <section end="Jet Uppercut Description"/></div> | | <section end="Jet Uppercut Description"/></div> |
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| |input=Assist B | | |input=Assist B |
| |description= | | |description= |
| * Decent startup. | | * Decent start-up. |
| * High blockstun. | | * High blockstun. |
| Great blockstring assist, simple to hit confirm. | | Great blockstring assist, simple to hit confirm. |