DBFZ/Adult Gohan/Combos

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< DBFZ‎ | Adult Gohan
Revision as of 19:27, 26 January 2023 by HighTierHuman (talk | contribs) (→‎Potential Unleashed Level 7 Only: Added that you should delay after doing 2M for his midscreen loops.)
 Gohan (Adult)
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Potential Unleashed Level 0

Midscreen Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL 4387 ~1.5 All Very Easy Basic BnB. The privilege starts here, as 3H adds an extra 200 damage which is 5LL-starter damage for everyone else.
5H > delay SD > airdash j.M ▷ 3H > sjc.LL2H > jc.LLL 3835 ~0.875 All Easy 5H rejump route. Does less damage and loses sliding knockdown. Much better at Potential Unleashed lvl1.
2M > 5M > 3H > jc.LM > delay jc.LL2H > SD > j.LLL ? ? All Very Easy Sides switch. Jump forward after j.M, slight delay j.L so that Gohan autocorrects.
... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLL2H > jc.LLL ? ? All Easy Basic damage route, little to no pressure after. Timing the dash 2M takes practice to get used to.
... > Vanish ▷ dash 2M > delay 5M > 3H > jc.H > j.236[L] ▷ ... ? ? Tall Characters Easy Super ender route.
... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLH, airdash j.X ? ? All Easy Soft knockdown safejump, best oki you get at Level 0.
... j.L delay LS > j.214H ? ? All Very Easy Metered slide knockdown ender #1, the cheapest of the three for half a bar. Also allows level 1 Super to hit mid-screen.
... j.LML2H > Vanish, j.214L ? ? All Very Easy Metered slide knockdown ender #2. Also allows level 1 Super to hit mid-screen.
... j.LML2H > Vanish, j.DR ? ? All Very Easy Metered slide knockdown ender #3.
2M > 5H > SD > 236[L] > 5L(2) > 3H > jc.LL2H > jc.LLS > SD > j.LLS > 214L 4875 ~1.55 All Very Easy Round start to corner rejump with SKD.

Notes

Third route is a safe jump that covers (almost) all soft knockdown tech options. After j.H, just do airdash into an air button.

Corner Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 5S > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L 4767 ~1.4 All Very Easy Corner loopless combo.
... 5L(1) > jc.LM > delay j.H > j.236[L] ▷ ... ? ? All Medium Leg loops. Lv0 and Lv1+ have different starters, but the loop is the same. At Lv1+, there is no need to delay j.H.
2M > 5S > 2S > SD > airdash j.H > j.236[L] ▷ Loops ? ? All Easy Universal loop starter that also works at Lv1+. Especially useful in that it doesn't use smash, which later lets you get solo SKD.
2M > 5M > 3H > neutral jump jc.H > j.236[L] ▷ Loops ? ? All Very Easy Lv0 only starter. Remember to neutral jump (8) instead of forward jump.
2M > 5S > 3H > jc.LH > j.236[L] ▷ Loops ? ? All Very Easy Lv0 only starter.
... 5L(2) > 3H > sjc.M ... ? ? All Very Easy Loop ender.
j.236H ▷ 5L(2) > 3H > sjc.MLL2H > jc.LLS > SD > j.LLS > j.214L 3840 ~-0.375 All Easy EX leg confirm. Don't mash 5L(2).
5M > 2M > 5S > 236S > SD > j.MH > j.236[L] > 2L > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL 5579 ~1.8 All Very Easy Loopless corner rejump using Masenko.

Potential Unleashed Level 1 and Up

Midscreen Combos

Combo Damage Meter Gain Works on: Difficulty Notes
... j.2H > j.214L ? ? All Very Easy Everywhere meterless sliding knockdown. Opens up the rejump as a viable solo option.
2M > 5M > 5H > SD > j.MH > j.236L > 5L > 3H > sjc.MLL > jc.LL2H > j.214L 4885+ ~1.5 All Easy New 5H 236L combo.
... j.L > delay j.LL > j.236M[4], j.2H > j.214L ? ? All Medium Extended version. Can be done at the end of anything from BnB to Vanish extension. Slightly delay j.LL for the autocombo boost if needed, hold back during j.236M but do not hold M, don't mash j.2H as mashing L/M/H counts as doing j.236[M].
SD > j.LL2H > j.214L/j.214M ? ? All Very Easy Sliding knockdown from Superdash. j.214M has better oki but switches sides.
... j.L > delay j.LL > j.236M[6], neutral jump j.L ... ? ? All Medium Sideswitch with j.236M. Slightly delay j.LL for the autocombo boost if needed.
2M > 5M > 3H > sjc.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > SD > j.LL > j.236M[4], j.2H > j.214L 4284+ ~1.25 All Medium Full sideswitch combo. Add delays if required, time all of the jumps.
2M > 5M > 3H > sjc.MLL2H > SD > j.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > j.214L 4418+ ~1.25 All Medium Full sideswitch combo, sideswitch happens later but gives you more damage.
2M > 5M > 3H > sjc.ML2H > SD > j.ML2H > jc.LL2H > j.214H, delay j.M ▷ dash 3H > sjc.ML2H > jc.LL > j.236L > Vanish, j.DR 5804+ ~-1.125 All Medium Sideswitch examples. First one does it early, second one does it late but does more damage.
... Vanish > 2M > 5M > 3H > sjc.MLL2H > jc.LML2H > j.214L ? ? All Very Easy Vanish combo with sliding knockdown. Hurray!
5M > 2M > 236L > 5L(2) > 3H > sjc.MLL2H > SD > j.MLL2H > jc.L(dl)L > 236M[4] > j.2H > 214L 5193 ~1.5 ? Easy 236L link with legs extension.

Notes

214X giving a slide knockdown is HUGE for Adult Gohan.

Corner Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5S > 2S > SD > airdash j.H > j.236L > 5L(1) > jc.LMH > j.236L > 5L(1) > jc.MLL2H > SD > j.LL2H > jc.LLL 5119+ 1.9 All Nice leg loops route, very consistent & works on (almost) all character sizes.
2M > 5M > 5S > 3H > sjc.M2H > SD > j.M2H > jc.M2H > j.214H, delay j.L ▷ 3H > jc.H > j.236[L] ▷ 5L(1) > jc.LM > jc.LMH > Vanish ▷ 236M(1) 6103+ ? All Medium Corner bar dump. Requires a little over half a bar.
5M > 2M > 5S > 236S > SD > j.MH > j.236[L] ▷ 5L(2) > 3H > jc.LL2H > SD > j.MLL2H > jc.LLL 5805+ ~1.8 All Can be done on a 2M starter, if so skip 5M entirely.

Potential Unleashed Level 5 and Up

Combo Damage Meter Gain Works on: Difficulty Notes
5M > 2L > 2M > 3H > j.MHLL > land > j.LHLM > jc.MHLL > land > 3H > j.LL2H > SD > j.LL2H > jc.LLL > j.2S ? ~2 All Hard Rejump loop. You need to delay a lot of the air normals to keep the opponent at the right height. Video example here.
5M > 2L > 3[L] > 2M > 3H > j.MHL > delay j.LL > jc.LHLM2H > SD > j.LML2H > j.214L ? ~1.75 All Easy Simpler BnB extension for level 5. You reach the ground without j.2S.

Potential Unleashed Level 7 Only

Combo Damage Meter Gain Works on: Difficulty Notes
[5H > 236S > 236M > j.236L]*2 > 5H > 236S > 236M > j.214M 8635 ~2.06 All Easy Basic level 7 corner loops, leads into a solo meterless sparkless (without limit break) TOD if you level 1 into dhc level 1 at the end, but you can still use your level 3 if you don't want to switch characters. Damage and meter gain can vary based on when you cancel into j.236L tho'. Just remember to delay the 5H after the j.236L and to not use the legs before j.214M.
... > 236M > 236L > 66 > 2M > (delay) ... ? ? All Very Easy Midscreen loop. If you start with 236M the entire combo will be blue life. If you carry them to the corner you can switch to the corner loop. Add a delay before doing 236M again or the combo will drop.

Notes

You will probably not use level 5 and up combos and even less level 7 only ones, but it's useful to know them just in case you get to higher levels.

Assist Extensions

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 3H > sjc.MLL > jc.LLL > Assist ▷ dash 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL Anywhere ~5132+ ~1.75 All Easy The 3H can be hard to get with certain assists so don't be afraid to forgo it.
2M > 5M > 3H > sjc.MLL > jc.LLL > Assist > SD > j.LLL Anywhere ~4225+ ~1.0 All Very Easy It's possible but don't do this.
2M > 5S > 236S > A1, 5H > SD > j.MH > j.236[L] ▷ {Loops}x2 > A2 ▷ DR > 236S > Super Corner ~7449+ ~1.125 All Hard Double assist sparkless ToD at Lv1+. Place delays in between inputs during loops, or else the j.236[L] drops.
... j.236[L] > Assist > DR > 236S > Super Corner ? ? All Easy Most common assist extension in the corner.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
combo transcript where ? ? All

Notes

During Sparking! gets access to better mix off blockstrings with assists. >https://youtu.be/YgYamDqHVA4?t=2013

Miscellaneous

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > Vanish ▷ dash/dl 2M > 236M > Assist Tag > 5L Anywhere ? ? All Easy Vanish 236M assist tag rejump. Work off any 236M when Smash is already used.

Video Examples

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