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== | == Gohan == | ||
{{MvC3HyperGuideCharacterBox | Gohan.png }} | {{MvC3HyperGuideCharacterBox | Gohan.png }} | ||
Revision as of 23:20, 6 November 2014
Gohan
In a nutshell
Gohan is a very defensive character capable of effectively countering every method of attack his opponents try. He is a charge character, and as such, is perhaps the only character who is at his best when down-backing. He has the best anti-air in the game in the form of a flash kick, strong crouching normals and multiple good guard counter options. The trade off is that he is generally bad when he is forced into action, having a mediocre mixup game and no good options against heavy zoning. For Gohan, defense is the best offense; space yourself at midrange so that you can react to your opponents' pathetic attempts to mount an offense, and if they start turtling and regenerating, feel free to start hopping all over them, or just regenerate yourself.
Moves List
Normal Moves
Close st.Y - Quick jaw-level lefty. One of the better close standing normals in the games due to its good speed and range. Fulfills its purpose as a combo tool.
Close st.B - Thrusting knee attack. A frame slower than close st.Y, but deals 2 more damage. Not as highly recommended at close st.Y since it pushes the opponent so much further back on hit.
Far st.Y - Straight forward clock to the face. Pretty fast for a far standing normal, but still not very useful since everything this move could do, another move you have can do better.
Far st.B - Classic roundhouse kick. The range is good, but not good enough to make up for the very slow start up speed. Generally outclassed by Y.
cr.Y - Gohan rises up with an uppercut punch. Fastest cr.Y in the game. Very deceptive active frames; the active frames end when Gohan's fist stops moving. The final, lingering part at the end has no hitbox. This kinda limits its use as a viable anti-air, but it is still useful as a quick way to stuff close range hops if you don't have charge.
cr.B - Gohan sweeps the leg like a true scumbag. Hits low. Knocks down. Not a bad low, good range and decent startup speed, however the fact that it forces knockdown kinda limits its usefulness since it immediately ends the combo. Still, good poke to use when you are downbacking, since the opponent certainly shouldn't be hopping at you when you have charge.
Y - Gohan slides in with a forward moving cr.Y. Launches on hit. Same active hitbox properties as cr.Y, but 4 frames slower in exchange for some fast forward momentum. Makeshift anti-air and very strong surprise attack to suddenly pull out on someone when they think you're just turtling, although it is punishable on block so do be careful. On hit, can follow up with up to 3 air juggles. Take care when using this move while downbacking; it will come out as Bakuretsu Punch if you're not paying attention.
j.Y - Just a jumping punch. Can't be special cancelled. Not very impressive, but it does have a slightly better air-to-air hitbox than j.B. The other use for this is as a tick throw tool since it is very easy to whiff it against standing opponents. Hop forwards, press j.Y early, whiff, land, throw.
j.B - Incoming outstretched leg. Special cancellable. 2 frames faster than j.Y. Very strong air-to-ground due to its fast start up and great diagonal reach. Go-to jumping normal.