Does a low hitting shin kick followed with a back-handed punch.
370
All
—
—
A forward reaching kick
1000
All
—
—
Sends the opponent flying with a jumping upward side kick.
Input
Damage
Guard
Start-Up
Advantage
(PU ver)
720
Crouch, All
—
—
Takes a step forward and does a back-handed punch.
(PU ver)
450
All
—
—
A reverse roundhouse kick.
(PU ver)
450
All
—
—
A high kick.
(PU ver)
450
All
—
—
A crouching jab.
(PU ver)
1000
All
—
—
Sends the opponent flying with a jumping upward side kick.
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
A reverse roundhouse kick.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A side heel kick with his leading foot.
Input
Damage
Guard
Start-Up
Advantage
800
All
—
—
Fires a kiai that launches the opponent away.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
A crouching jab.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
A short-range sliding kick.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
Jumps and does an upward kick that launches the opponent. Invulnerable to air-attacks.
Input
Damage
Guard
Start-Up
Advantage
600
All
—
—
Jumps back and fires a ki blast at a downward angle.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
Jumps forward and does a downward angled kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
—
—
A downward punch with his leading fist. The hitbox for this move reaches all the way up to his opposite arm.
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
—
—
A midair reverse roundhouse kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
A downward angled kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
600
All
—
—
Moves back in the air while firing a downward angled ki blast.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
A midair high kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
—
—
—
—
Falls quickly to the ground.
Special Moves[]
Ultimate High Kick (アルティメットハイキック)
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
A standing high kick.
Machine Gun Punch (マシンガンストレート)
Input
Damage
Guard
Start-Up
Advantage
296[656]
All
—
—
Steps forward and delivers a series of rapid punches. Holding down will add in additional hits. Only available after at least one use of Potential Unleashed.
Jet Uppercut (ジェットアッパー)
Performs an uppercut.
Input
Damage
Guard
Start-Up
Advantage
900
All
—
—
The uppercut has relatively short range. This move has frame one air attack invulnerability.
1160
All
—
—
Delivers a hook punch before unleashing the uppercut. Deals more damage and has longer range. If Gohan has at least one level of his Hidden Potential unlocked, then he will dash forward before unleashing the punch. This move has frame one air attack invulnerability.
1300
All
—
—
Similar to the version being a two-hitting attack, except the overall damage output is greater and Gohan jumps higher for in the uppercut. Gohan will charge forward with the punch if at least one level of his Hidden Potential unlocked. Consumes half a Ki gauge. This move has frame one air attack invulnerability. For every level of hidden potential unlocked Gohan will apply one extra hit on the uppercut.
Machine Gun Kick (マシンガンキック)
Unleashes a barrage of kicks while falling.
Input
Damage
Guard
Start-Up
Advantage
(in air)
945
All
—
—
The kicks hit the opponent multiple times. Holding down can increase the total number of hits.
(in air)
945
All
—
—
The kicks cancels Gohan's current momentum. Holding down can increase the total number of hits. The speed Gohan travels can be increased by holding down .
(in air)
1176
All
—
—
On hit, Gohan delivers a rush attack that ends with him kicking the opponent away for a guaranteed wallbounce. Consumes half a Ki gauge.
Ultimate Back Attack (アルティメットバックアタック)
Jumps forward and delivers a downward backhand punch.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
900
Stand
—
—
The jump travels almost half screen. If Gohan's potential is at least level one, he teleports above the opponent's current position and does the punch.
(air OK)
1000
Stand
—
—
The leap covers more distance with the punch being stronger and causing sliding knockdown to the opponent. If Gohan jumps directly above the opponent, he will land behind them. The jump will become a tracking teleport if Gohan's hidden potential is at least level one.
(air OK)
1100
Stand
—
—
Much similar to the version except that the jump travels slightly farther ahead and the punch dealing more damage. Consumes half a Ki gauge.
Masenko (魔閃光)
Input
Damage
Guard
Start-Up
Advantage
1098
All
—
—
Fires a yellow horizontal beam.
Z-Assist[]
Jet Uppercut (ジェットアッパー)
Input
Damage
Guard
Start-Up
Advantage
/
800
All
—
—
A jumping uppercut.
Super Attack[]
Potential Unleashed (力の解放)
Input
Damage
Guard
Start-Up
Advantage
or
1600
All
—
—
Powers up and sends a shockwave. Successfully completing this move the first time will unlock one level of Gohan's hidden potential, which gives him multiple buffs for most of his attacks. Gohan can achieve up to seven levels of his hidden potential. Holding down on the variant will make instead Gohan unlock multiple levels of his hidden potential while draining away his ki gauge by one per level freezing the opponent in place until Gohan unlocks at least five levels. Consumes one Ki gauge.
Meteor Attack[]
Bros. Kamehameha (兄弟かめはめ波)
Input
Damage
Guard
Start-Up
Advantage
or
4123
All
—
—
Transforms into a Super Saiyan and starts charging up a Kamehameha, with Super Saiyan Goten joining in charging up his Kamehameha and both brothers fire their Kamehamehas simultaneously forward. If Super Saiyan Goku is on the team, he will help out by firing his own Kamehameha, which gives the beam a slightly bigger hitbox. If Gotenks is on the team, Goten will not come out and Gohan fires off a solo Kamehameha with a slightly smaller hitbox. Consumes three Ki gauges.