MOVELIST GOHAN 6 BUTTON

Key Legend:

Directions
f		= forward
F		= HOLD forward
f,f		= double tap forward
f,F		= tap forward, tap forward again and HOLD
df		= down-forward
d		= down
D		= HOLD down
db		= down-back
b		= backward
B		= HOLD backward
ub		= up-backward
u		= up
U		= HOLD up
uf		= up-forward

Attacks
P		= any Punch button
2P		= any two Punch buttons
3P		= all three Punch buttons
LP		= Light Punch / A key on keyboard by default
MP		= Medium Punch / S key on keyboard by default
SP		= Strong Punch / D key on keyboard by default
K		= any Kick button
2K		= any two Kick buttons
3K		= all three Kick buttons
LK		= Light Kick / Z key on keyboard by default
MK		= Medium Kick / X key on keyboard by default
SK		= Strong Kick / C key on keyboard by default
START		= Taunt
(in air)		= move must be performed when you're in mid-air
(air OK)		= move can be performed both when standing and when in mid-air
(hold)		= hold the attack button to delay or charge the attack, usually release to perform it
(rapidly)		= mash that button repeatedly
[EX]		= special move has an EX version by inputting the same command with 2 buttons
[EX only]		= special move that only has an EX version
[Lvl1]		= costs 1 stock of the Power Bar
[Lvl2]		= costs 2 stocks of the Power Bar
[Lvl3]		= costs 3 stocks of the Power Bar / a full Power Bar
Motions
QCF		= quarter circle forward / down, down-forward, forward
QCB		= quarter circle backward / down, down-backward, back
HCF		= half circle forward / backward to down to forward
HCB		= half circle backward / forward to down to backward
DP		= dragon punch motion / forward, down, down-forward
RDP		= reverse dragon punch motion / backward, down, down-backward

Universal Techniques
f,F				= Run
b,B				= Back Dash
d, U				= Super Jump
f/b+LP+LK			= Grab Attempt / Throw
MP+MK				= Power Charge
SP+SK				= Focus Attack / Projectile Reflector
(block attack) f+2P (air OK) 	= Zetto Counter 1 (air OK)
(block attack) f+2K (air OK)	= Zetto Counter 2 (air OK)

X-punch1
*MOVEMENT*

FF- DASH
BB - TELEPORT
DD(AIR) - TELEPORT DOWN
UU(AIR) - FLY
DU/DFU/DBU - SUPERJUMP

*COMBO FILLER *
MP.MP
MK.MK
JMP.JMP

*UNIQUE ATTACKS*

RUN-P - Fader(longer hitstun if you counter)
HP-HP - Fierce Ranma - Launcher
C.HK - Launcher
HK(MOVECONTACT) . HK - Explosive Demon Impact 
JHP(Causes bounce)        - Hand Chop
FWD+JHK(Causes wallbounce) - Demon Impact
BACK+JHK(Kicks backwards and causes wallbounce) - Demon Impact

*LAND SPECIAL*
QCF,P - KI BLAST (EX OK)
QCF,K - DRAGON FANG(EX OK- CAUSES BOUNCE)
F,QCF,K - DRAGON SPEAR(EX OK - TELEPORTS UP)

*AIR SPECIAL*
QCF,P - KI BLAST (EX OK)
QCF,K - DRAGON RUSH(EX OK-CAUSES BOUNCE)

*SUPER MOVES LVL1*

YOU CAN CLASH MASENKO AND KAMEHAMEHA BY MAKING THEM HIT
AND MASHING TO MAKE IT GO FURTHER BUT IT DISAPPEARS IF YOU ARE HIT
OR THE BEAM DIES

MASENKO
QCP2,P 1BAR
HOLD P - CHARGED MASENKO
NO HOLD P - MADAN
HOLD UP - AIR MASENKO

AIR MASENKO
QCF2,P 1BAR
HOLD P - CHARGED MASENKO
NO HOLD P - MADAN

SOARING DRAGON STRIKE
QCB2, P 1BAR
HOLD P(SECOND STRIKE) -CAUSES DIZZY(IF JUGGLING HAS A LONGER HITPAUSE) 

EVIL WHIRLWIND
QCB2,K 1BAR

*SUPER MOVES LVL2*

DF,DB K - KAMEHAMEHA - 2BAR(HOLD K TO CHARGE)

*SUPER MOVES LVL3*

DB,DF, PP - CHOU MARETSUGEKI - 3BAR(CHANGES DEPENDING ON SILENT RAGE BAR)

*SILENT RAGE MODE*
DD MPMK - 2BAR

-TO FILL UP THE EMBLEM JUST USE SPECIALS AND HIS UNIQUE ATTACKS
-ALLOWS AFTER IMAGE DB,P(500 power) (CAN AIR)(EX OK)(CAN CANCEL WHEN USING SPECIALS AND EX SPECIALS)
-GIVES LVL 1 SUPERS TELEPORT ASSIST
 AND BOOST DAMAGE DEPENDING IF THE EMBLEM IS MAXED OR NOT
-GIVES FORWARD DASH A TELEPORT
-CHOU MARETSUGEKI CHANGES DEPENDING IF THE EMBLEM IS MAXED OR NOT
-NO CHARGING NEEDED TO DO AN ULTIMATE KAMEHAMEHA
-25 % DEFENSE REDUCTION (OVERCONFIDENCE)
-35%  PHYSICAL DAMAGE BOOST(EVEN SOARING DRAGON AND EVIL WHIRLWIND)