https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=42.113.252.224&feedformat=atomDustloop Wiki - User contributions [en]2024-03-29T05:49:54ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=DBFZ/Frieza&diff=106923DBFZ/Frieza2019-01-28T15:56:03Z<p>42.113.252.224: /* Supers */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Frieza<br />
|-<br />
||<br />
[[File:DBFZ_Frieza_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Frieza}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Air Dash (2 in Golden form), Dash Type: Run<br />
;Play-style<br />
:Zoning<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Frieza is a vicious galactic tyrant who rules over many planets with an iron fist. Personally responsible for driving the Saiyan race to the brink of extinction, Frieza would be defeated by Goku, one of the very Saiyans he loathed. He would later be killed by Trunks, a half-Saiyan youth from the future. Unfortunately, death would not keep Frieza for long, as his henchmen would wish him back to life with the Dragon Balls. With a new lease on life, Frieza would train in order to carry out his revenge against Goku and his friends.<br />
<br />
In ''Dragon Ball FighterZ'', Frieza is a strong zoning character who can push opponents away from him before attacking them with strong projectile attacks. Beware when he assumes his Golden Frieza form, for this power-up increases the lethality of his specials and supers, as well as granting him the ability to reverse beat.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Exceptional space control with long range (sometimes full-screen) normals and specials.<br />
* Solid offensive options with good lows and a command cross-up in 22S.<br />
* Very easy to extend combos with assists after 236S.<br />
* 236L+M brings the opponent to the ground and lasts long, allowing most of the cast to get double supers from any height.<br />
* Golden Frieza with Sparking Blast is likely the most terrifying comeback machine in the game. His brand new mechanics for Golden Frieza make him even more terrifying, giving him access to reverse beat which makes his combos and blockstrings much more threatening.<br />
| style="width: 50%;"|<br />
* Subpar solo combo damage, unless paired with the right assist or in Golden form<br />
* Unconventional 2H, leaves an anti-air blind spot above his head<br />
* Situational assist that whiffs up close outside of the corner.<br />
* Is a "zoner" in a game that favors rushdown and non-zoner playstyles.<br />
|-<br />
|}<br />
{{CharLinks-DBFZ|Frieza}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_5L.png<br />
|image2=DBFZ_Frieza_5LL.png<br />
|image3=DBFZ_Frieza_5LLL.png <br />
|caption3= "HOHOHOHO"<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup=7 |active=3 |recovery= |frameAdv=<br />
|description=<br />
* Standard 5L.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup=10 |active=5 |recovery= |frameAdv=<br />
|description=<br />
* Standard 5LL.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=0, 1000 |guard=All<br />
|startup=13 |active=3 |recovery= |frameAdv=<br />
|description=<br />
* Hits fullscreen, and is one of the ways Frieza can achieve sliding knockdowns for jH. Often useful after a vanish extension. Since it reaches fullscreen it can be used to catch opponents off-guard, but it's pretty easily blocked as it's rather telegraphed from the preceding 5LL.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_5M.png<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup=13 |active=5 |recovery= |frameAdv=<br />
|description=<br />
* Standard 5M with deceptively good range. Hops over a few lows, and is very useful in both combos and blockstrings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_5H.png |caption = ''"Filthy monkey, meet General Mountain!"''<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=150, 100*8 |guard=All<br />
|startup=9 |active= |recovery= |frameAdv=<br />
|description=<br />
* Has smash properties at close range.<br />
* The smash hit deals 150 damage, each of the 8 rocks deals 100 damage. At the right distance with all 9 hits, damage is 870.<br />
* Good for controlling ground space.<br />
* Unique Lv 1 projectiles that can't be super dashed through.<br />
* Reaches fullscreen, can be canceled into 5S, 236M or super dash even from range. In close the move is unsafe, but can be gatlinged into 2H or canceled to 236L for safety.<br />
* Despite the rocks being nullified by Broly's Powered Shell, the initial smash hit will break through it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_5S.png<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup=15 [11] |active= |recovery= |frameAdv=<br />
|description=<br />
* [] is all Ki blasts after the first one.<br />
* Sixth hit throws enemy back, wallbounces if they reach one.<br />
* Can be comboed after by using 236M > Vanish.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_2L.png<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup=8 |active=3 |recovery= |frameAdv=<br />
|description=<br />
* Low-hitting 2L. Not the best range, but quite useful as it's a low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_2M.png |caption=<br />
|image2=DBFZ_Frieza_2M-2.png |caption2=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600*2 |guard=Low<br />
|startup=10 |active=4(10)4 |recovery= |frameAdv=<br />
|description=<br />
* Frieza's main low normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_2H.png<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup=17 |active=3 |recovery= |frameAdv=<br />
|description=<br />
* Unique Lv 1 projectile that can't be super dashed through.<br />
* A quite unconventional 2H, as it has massive horizontal range but lacks coverage above Friezas head. It's still Friezas main anti-air, is useful in blockstrings, and is the main way you'll be activating j.H and j.2H sliding knockdown property.<br />
Due to the way Golden Frieza's reverse beat works, after landing a 2H, you have to manually input Super Dash (H+S) as mashing H will give you 5H instead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_2S.png |caption=THOT VAPORIZER!<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup=15 |active= |recovery=25 |frameAdv=<br />
|description=<br />
* Standard Lv 1 projectile.<br />
* 1S shoots almost horizontally, 2S shoots at a 30 degree angle, 3S shoots at a 60 degree angle. Good range and covers some useful anti-air angles, but it can unfortunately be super dashed through so it's not great at that job. This move quite useful in a lot of Friezas more advanced combos, however.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_6M.png<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup=24 |active=6 |recovery= |frameAdv=<br />
|description=<br />
Standard 6M. 0 on block, can be converted into combos with assists, though using it as a starter scales the combo heavily. The move leaves Frieza airborne, so while in Sparking Blast you can airdash cancel this move for a potentially scary mixup.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_jL.png |caption= Comrade Zangief, you have made your country proud.<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup=7 |active=4 |recovery= |frameAdv=<br />
|description=<br />
* Hits at a downward angle, useful for IAD-pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_jM.png |caption=<br />
|image2=DBFZ_Frieza_jM-2.png |caption2=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600*2 |guard=High<br />
|startup=8 |active=3(9)3 |recovery= |frameAdv=<br />
|description=<br />
* Great air to air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_jH.png<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup=13 |active=5 |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Heavy with a fairly good reach for Frieza's size.<br />
* With 2H, Frieza can stagger his falling momentum or pop up higher while rising from a jump.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_jS.png<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500*1~3 |guard=All<br />
|startup=15 |active=6(4)6(4)6 |recovery=17 |frameAdv=<br />
|description=<br />
* Sends the opponent full screen.<br />
* Third hit wallbounces.<br />
* Piercing Lv 1 projectile. Loses to super dash.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_j2H.png<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup=18 |active=5 |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
Similar to j.H, but Frieza advances forward. Useful for hopping over disks or catching opponents who are too high to finish with j.H.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_j2S.png<br />
|name=j.2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup=14 |active= |recovery=23 |frameAdv=<br />
|description=<br />
Fires a ki blast in a downward angle. The angle isn't really great, so the move is mostly used in air combos for comboing into j.2H for knockdowns.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Slash</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_DeathSlash.png |caption='"SCREW THIS AREA IN PARTICULAR"'<br />
|input=236L/M/H<br />
|name=Death Slash<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=1100 |guard=All<br />
|startup=18 |active=5 |recovery=30 |frameAdv=<br />
|description=<br />
The L version explodes the ground in front of Frieza. It's Friezas main way of safely ending blockstrings. Vanishing from 236L is a true blockstring, allowing you to continue pressure.<br />
236L > Golden Frieza > SD lets you follow up for a short combo.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1100 |guard=All<br />
|startup=18 |active=5 |recovery=35 |frameAdv=<br />
|description=<br />
The M version explodes the ground on the other half of the screen far from Frieza. Doesn't reach fullscreen. Can be used after a long-range 5H and 5S-series to tack on some additional damage either by itself, or can be vanished for even more damage. Is also a good way to end long-range blockstrings, or be annoying in neutral.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000*2 |guard=All<br />
|startup=14 |active=9 |recovery=23 |frameAdv=<br />
|description=<br />
The EX version does both the L and M version at the same time, and also hits fullscreen, making it a good way to catch people trying to do something anywhere on the screen. Both explosions can hit if spaced right.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">You might not survive this time</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_YouMightNotSurviveThisTime.png |caption= ''"Gotcha~!"''<br />
|input=236S (Air OK)<br />
|name=You might not survive this time<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=300*4 [0,400,850] |guard=All<br />
|startup=17 |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=300*4 [0,400,850] |guard=All<br />
|startup=13 |active= |recovery= |frameAdv=<br />
|description=<br />
* If you hit the opponent at point blank with this, they'll get locked inside the ball before it starts traveling.<br />
* [] is point blank damage.<br />
* Vanishing will cause the ball to explode immediately.<br />
* Good at the end of air combos for comboing into Death Ball super, and makes for easy assist extensions provided the assist goes fullscreen or Frieza is in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Saucer</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_DeathSaucer.png |caption= "HEY, MONKEY! YOU FORGOT YOUR PIZZAS!"<br />
|input=214S<br />
|name=Death Saucer<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700*2, 700*2 |guard=All<br />
|startup=38 |active= |recovery= |frameAdv=<br />
|description=<br />
* Frieza throws 2 discs forward that go full screen and then come back towards him after traveling off screen.<br />
* Each disc causes a soft knockdown going forward, but causes a sliding knockdown '''to the opponent''' on the way back.<br />
* The return trip discs can friendly fire and hit Frieza and his assists, which results in a soft knockdown. Note that friendly fire discs scale less and would deal more damage to Frieza than they do to the opponent (700+560 to foe and 700+630 to Frieza).<br />
* Can be crouched under, including by L+S Ki Charge.<br />
* One of the game's few moves that does notable chip damage.<br />
* Can be comboed into by the use of certain assists — notably Android 21, SS Goku, Goku Black, SS Vegeta, Trunks and Tien.<br />
* The slow startup and threat to Frieza himself mean that it's not a staple move in neutral, but if you can get it out it can be a good way to control the screen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Warp Smash</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_WarpSmash.png |caption= "SURPRISE, B*TCH!"<br />
|input=22S<br />
|name=Warp Smash<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=900 |guard=All<br />
|startup=34 |active= |recovery= |frameAdv=<br />
|description=<br />
* Invulnerable from frames 6 to 18<br />
* Can combo on air hit. Crosses up at starting range and against a cornered opponent. Is invulnerable during the warp segment (frames 6 to 18) which makes it possible to go through certain attacks. Can be cancelled by vanish for a full combo, though certain assist calls also enable meterless follow-ups.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Frieza_AssistDeathSlash.png |caption= The shitty Milly Rock<br />
|input=A1/A2<br />
|name=Death Slash<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup=24 |active= |recovery= |frameAdv=<br />
|description=<br />
* The damage buff from Golden Install applies to his assist as well.<br />
Uses the M version. As is, it's mostly used as a combo extender for certain characters, and a tool to annoy people midscreen. In the corner it becomes an excellent pressure- and combo extender, however.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Ball</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_DeathBall.png |caption=''"I'll reduce you and this entire planet to '''dust'''!"''<br />
|image2=DBFZ_Frieza_DeathBall-2.png |caption2="'''''"DIEEEE!'''''"<br />
|input=236L+M or 236H+S (Air OK)<br />
|name=Death Ball<br />
|data= <br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=30*N, 2000 |guard=All<br />
|startup=8+4 |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=30*N, 2000 |guard=All<br />
|startup=7+4 |active= |recovery= |frameAdv=<br />
|description=<br />
* N is the number of hits the ball deals on the way down, which increases with the activation height.<br />
* The first part uses the current combo's scaling. Minimum damage can be 4*N (15%) or 3*N (10%).<br />
* Minimum damage of the explosion is 750.<br />
* L+M version throws towards the middle of the screen, H+S version throws towards the edge of the screen.<br />
A useful level 1 super that does additional damage if done from big heights. Because of how slowly this move travels, some characters can be Z-changed into after firing the death ball, have their super hit before the death ball, and recover early enough to get an extension after the death ball, making it an excellent combo tool for certain teams.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Nova Strike</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_NovaStrike.png |caption='''''"I'll shut you up for good!"'''''<br />
|image2=DBFZ_Frieza_NovaStrike-2.png |caption2='''''"This is my FULL POWER!"'''''<br />
|input=214L+M (Air OK)<br />
|name=Nova Strike<br />
|data= <br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=4200 |guard=High<br />
|startup=12+1 |active=6 |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=4200 |guard=High<br />
|startup=12+1 |active=6+ |recovery= |frameAdv=<br />
|description=<br />
* Minimum damage 1470.<br />
* Frame 1 invulnerability, lasts until 7 frames after touching the ground.<br />
* Additional active frames based on altitude.<br />
Very damaging level 3. Is only a single hit, which means an opponent in sparking blast won't get any regeneration done during the animation, unlike a lot of other level 3s, making it an excellent combo ender. Also provides a hard knockdown. Can also be used as a reversal, though it has a tendency to go straight over the opponent in this case so this is generally not recommended.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">You must die by my hand!</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_YouMustDieByMyHand.png |caption= HAHAHA YES, THE ULTIMATE WAKEUP TOOL!<br />
|image2=DBFZ_Frieza_YouMustDieByMyHand-2.png |caption2= THEY'LL NEVER SEE IT COMING!<br />
|input=Hold down H+S while knocked down<br />
|name=You must die by my hand!<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=480*10 |guard=All<br />
|startup=38+2 |active=45 |recovery= |frameAdv=<br />
|description=<br />
* Costs 3 Ki Gauges.<br />
* Invulnerable during active frames.<br />
* Minimum damage is 192*10.<br />
Somewhat weak for a level 3 but has quick startup and as such is a decent wakeup option to make up for this. However it is extremely punishable on block so take caution when using it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Golden Frieza</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_GoldenFrieza.png |caption=''"This may sound cheap, but I call this form Golden Frieza."'' <br>*RIDE THE FIRE blaring in the distance*<br />
|input=214H+S<br />
|name=Golden Frieza<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup=1+0 |active= |recovery=4 |frameAdv=<br />
|description=<br />
* Costs 3 Ki Gauges.<br />
* Raw startup is long, but autoguards and recovers instantly after the super flash.<br />
* Startup during combos is fast, so you can go Golden Frieza mid-combo.<br />
* Gains a 20% damage buff for the duration.<br />
* Has access to reverse beats on both ground and air normals while in Golden state.<br />
* Increased movement speed.<br />
* Gains access to a second air dash.<br />
* Can only be done once per match.<br />
* Last about 21 seconds while standing still (about 23 seconds for specials, 30 seconds for normals, 25 seconds for supers).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Sorbet's Ray Gun</font> ======<br />
{{MoveData<br />
|image=DBFZ_Frieza_SorbetsRayGun.png |caption=''"L-lord Frieza!"''<br />
|input=S when Golden Frieza ends<br />
|name=Sorbet's Ray Gun<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=1200<br>Min: 600 |guard=All<br />
|startup=8+0 |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 Ki Gauge.<br />
* Hits opponent during timestop, even going through level 3 projectiles.<br />
Does hit off sliding knockdowns but since the shot is small and goes quite high up, it has strict timings and will miss on small characters.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Frieza}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Frieza]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Cooler&diff=106904DBFZ/Cooler2019-01-27T18:19:03Z<p>42.113.252.224: /* Death Breaker Follow-Up */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Cooler<br />
|-<br />
||<br />
[[File:DBFZ_Cooler_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Cooler}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Cooler is Frieza's older brother and the eldest son of King Cold. After hearing of the demise of his brother, Cooler went to Earth to kill the Saiyan responsible for it, not out of family love, but honor, as he always considered himself superior to his little brother, and to show it, he developed his own transformation to surpass Frieza. Even with his new transformation, he would still be vanquished by the selfsame Saiyan that defeated his younger brother.<br />
<br />
Cooler forces his way into ''Dragon Ball FighterZ'' as a DLC character, sporting a barbaric style in contrast to that of his brother: whereas Frieza likes to control the battlefield on his own terms, Cooler likes to dominate it with oppressive power.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Some attacks and super moves can overpower projectiles, or have incredibly high hitstun.<br />
* Long ranged attacks, some can even reach the entire stage<br />
* Lots of strong corner carry options, especially 5H, which help sets up for better positioning that will almost always lead to the corner.<br />
* Excellent defensive options with an invincible reversal that can be done in the air and a counter-based level 3 that will beat safejump setups if timed right.<br />
* Any stray hit can easily be comboed into a knockdown or ended in a super.<br />
* He's the better brother, no questions<br />
* One of the best intros in the game, never skip it.<br />
| style="width: 50%;"|<br />
* Slow normals and specials.<br />
* Few true blockstrings.<br />
* Needs a lot of meter to perform his strongest combos on top of slow meter gain.<br />
* Most of his specials and supers swap the opponent, which can take an opponent out of a corner.<br />
* His DHC can be difficult to combo into because it requires the enemy to be grounded. It also makes other supers whiff due to it being a cinematic, which can be a hindrance at times.<br />
* The way his assist launches can make it difficult for some characters to follow up optimally, as it sends them very high.<br />
* He's a prick.<br />
|-<br />
|}<br />
<br />
{{CharLinks-DBFZ|Cooler}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5L.png |caption= Big boi with small boi jab.<br />
|image2=DBFZ_ Cooler__5LL.png |caption2=<br />
|image3=DBFZ_ Cooler__5LLL.png |caption3= Have this back, it's come down with a terrible case... of explosions...<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* 6f of startup unlike other big characters.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 13|active= 3|recovery= 21|frameAdv= 18<br />
|description=<br />
* Can be reflected if used in a blockstring.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=500, 500|guard=All<br />
|startup= 12|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Can achieve sliding knockdown with j.H. Often useful for vanish extension. Switches sides on explosion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=All<br />
|startup= 12|active= 2|recovery= 21|frameAdv= -7<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5H.png |caption=Take a ride on the pain train<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=400, 100, 400|guard=All<br />
|startup= 17|active= 6|recovery= 22|frameAdv= -7<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=850|guard=All<br />
|startup= 17|active= 6|recovery= 22|frameAdv= -7<br />
|description=<br />
* Carries the opponent to the current wall on hit, making it a powerful corner carry tool.<br />
* Usable after a low j.2H in the corner for optimal combo setups.<br />
* Only causes one hit and no capture state if smash has been used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5S.png |caption= '''"THIS SAIYAN EATING SENZU BEANS"'''<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 13|active= |recovery= 30|frameAdv= -5f *<br />
|description=<br />
* Single-hit projectile that travels about half-screen.<br />
* Very slow and easy to reflect/super dash on reaction, so don't throw this out too often.<br />
* Can be used after 6H for a little extra damage and followed up with either a 2H or a 5H. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2L.png |caption=I missed the lesson on low lights<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=All<br />
|startup= 7|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=Low<br />
|startup= 12|active= 3|recovery= 23|frameAdv= -9<br />
|description=<br />
* Cooler's most ignorant normal.<br />
* Can link into 5H or 6H at the start of the round for a decent corner carry setup.<br />
* Has a hefty hurtbox befitting of its range, so make sure it doesn't whiff.<br />
* Can connect 5S and 214S at max range after hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 14|active= 3|recovery= 28|frameAdv= -11<br />
|description=<br />
* Invulnerable to air attacks, like all 2Hs. Decent upwards range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=High<br />
|startup= 24|active= 6|recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6H.png |caption= Call the Goon Squad cuz I'm stompin' this yard<br />
|name=6H<br />
|input=Crushing Stomp<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=Low<br />
|startup= 15|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
* You can perform 5H after 6H but not vice-versa, so be careful how you structure your pressure.<br />
* Confirms from 2M on hit but not 5M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__3H.png |caption= AVON CALLING<br />
|name=3H<br />
|input=Genocidal Uppercut<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 29|active= 3|recovery= 32|frameAdv= -10<br />
|description=<br />
* Goes through beam and ki attacks, including beam and ki assists. Projectile guard point starts at either 6f or 7f.<br />
* Able to combo into Super Dash at the corner. Must use Vanish for follow ups mid-screen.<br />
* Has Anti-Air properties.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=High<br />
|startup= 7|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=High<br />
|startup= 12|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Long range, great air to air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 14|active= 3|recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jS.png |caption= Hey, can you put that on a coaster?<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 15|active= |recovery= |frameAdv=<br />
|description=<br />
* Will see much more use than its grounded counterpart due to being the only way to confirm air strings into j.214X and j.236L/H.<br />
* Does not have enough hitstun on its own to combo into j.236M.<br />
* Can be linked after j.2H in the corner to squeeze a little extra damage out of combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__j2H.png |caption= This kick looks really uncomfortable...<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 15|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Launches the opponent sideways, much like Cell's j.2H.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Chaser</font> ======<br />
{{MoveData<br />
|image= DBFZ_Cooler_DeathChaser.png<br />
|caption= You've heard of Red Hot Kick, now get ready for Cooler Purple Kick<br />
|input= 236L/M/H (Air OK)<br />
|name=Death Chaser<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=400, 1200|guard=High<br />
|startup= 24|active= 5|recovery= 21|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage=400, 1000|guard=High<br />
|startup= 20|active= until lands|recovery= 28|frameAdv=<br />
|description=<br />
* Does not knock down, but gives good corner carry.<br />
* You can perform actions after Cooler kicks off of the opponent but before he hits the ground, allowing for easy safejump setups in the corner.<br />
* You can airdash after this move if you've saved your aerial action, which allows you to tech chase or go for mixups.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=400, 900, 500|guard=High<br />
|startup= 27|active= 8|recovery= 26|frameAdv= -7<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage=400, 750, 500|guard=High<br />
|startup= 24|active= until lands|recovery= 23|frameAdv=<br />
|description=<br />
* Gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=400, 900, 700|guard=High<br />
|startup= 24|active= 5|recovery= 37|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage=400, 750, 700|guard=High<br />
|startup= 20|active= until lands|recovery= 22|frameAdv=<br />
|description=<br />
* Gives even better sliding knockdown than the M version, combined with the L version's speed, making it an ideal combo ender for both pressure and damage<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption="When your planet is in ashes, then you have my permission to die."<br />
|input=214L/M/H (Air OK)<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= 40|frameAdv= -36<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= |frameAdv=<br />
|description=<br />
* Has Anti-Air property.<br />
* Is a better starter than the other versions.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage= 950|guard=All<br />
|startup= 18|active= 10|recovery= 55|frameAdv= -45<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage= 950|guard=All<br />
|startup= 15|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000|guard=All<br />
|startup= 10|active= 10|recovery= 57|frameAdv= -44<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage=1000|guard=All<br />
|startup= 10|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker Follow-Up</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreakerFollow-up.png<br />
|caption="So how does it ''FEEL''?"<br />
|input=Death Breaker > L/M/H on hit<br />
|name=Death Breaker Follow-Up<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a soft knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ender of choice due to not switching sides.<br />
* Causes a soft knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=600, 900|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HH<br />
|damage=600, 900, 900|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
* Leaves Cooler next to the opponent.<br />
* If used after H Death Breaker, gains an extra hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Flash</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathFlash.png<br />
|caption= 'yyYYYEAAAAHHHH!!!'<br />
|input=236S (Air OK)<br />
|name=Death Flash<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=270*5 |guard=All<br />
|startup= 26|active= 25|recovery= 29|frameAdv= -7<br />
|description=<br />
* Multi-hitting beam with very slow startup.<br />
* Don't use this in blockstrings unless you wanna get stuffed.<br />
* Confirms into Death Crasher from full screen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Shaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathShaker.png<br />
|caption= Fullscreen low considered ''ground breaking'' discovery<br />
|input=214S<br />
|name=Death Shaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 1000|guard=Low<br />
|startup= 22|active= 5|recovery= 32|frameAdv= -10<br />
|description=<br />
* Fullscreen low, can confirm into his level 1 or a vanish.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption= Faux Psyblade<br />
|input=A1/A2<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup=27 |active= 10|recovery= 61|frameAdv= 26<br />
|description=<br />
* Larger hitbox than the other DP assists, which can make it a slightly more useful tool for getting out of pressure.<br />
* Invincible from frame 10 onwards.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Crasher</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathCrasher1.png |caption= '''''"RRRRAAAAAAAAAHHH!"'''''<br />
|image2=DBFZ_Cooler_DeathCrasher2.png |caption2=''"Imma plant '''ME''' a dumbass tree!"''<br />
|input=236L+M or 236H+S<br />
|name=Death Crasher<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=2520<br>Min: 908 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=1500<br>Min: 750 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides, you'll lose corner pressure if used in the corner.<br />
* Not invincible until after startup.<br />
* Cinematic super, so other projectiles will whiff when Cooler's is used.<br />
* DHC-ing immediately won't trigger the side switch while not sacrificing too much damage.<br />
Not a bad level 1, as it can easily connect from most of Cooler's tools, most notably from a full screen 214S. The side switch is a bit of a hindrance. However, with the right team compositions, you can use this to get right back into the corner (most notably, Super Saiyan Goku's level 3 will give Goku hard knockdown in the corner, due to how his level 3 works).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Drop</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathDrop.png<br />
|caption= THIS ISN'T FRIEZA'S LEVEL 3 I SWEAR<br />
|input=j.236L+M or j.236H+S<br />
|name=Death Drop<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800, 1200<br>Min: 320, 480 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Easily confirms off of the M and H versions of Death Chaser and any version of Death Breaker.<br />
* The only one of Cooler's supers that doesn't switch sides, making it the best option for keeping the opponent cornered after a combo.<br />
* Input 2369L+M/H+S to use this super after a grounded combo if you want to avoid Death Crasher's side switch.<br />
* Vulnerable to Anti-Airs similar to Vegito's Omega Finishing Blow.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Atomic Supernova</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_AtomicSupernova1.png |caption=Thought you could just press buttons, did you?<br />
|image2=DBFZ_Cooler_AtomicSupernova2.png |caption2= Like Frieza's, but bigger.<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Atomic Supernova<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Catch<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Attack<br />
|damage=4020<br>Min: 1500 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* On the ground, Cooler uses up 3 Ki gauges and enters a stance, he will only attack if he's hit during this stance.<br />
* Has guard point against everything but grabs. However its downfall comes from the fact that:<br />
**A. It will only stun the opponent on guarding physical attacks.<br />
**B. The actual attack is a throw that will whiff on just simply crouching, low profile attacks, or even characters ''falling down''.<br />
* All of these combined meaning a lot projectiles attacks will get away scot-free, e.g. shooting Ki blasts and spamming 2H, Vanish on reaction to the grab.<br />
* However, it can do a few things other Level 3 cannot, notably countering safejumps.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=4770<br>Min: 1515 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Has frame 1 invulnerability like typical Level 3 but is vulnerable to Anti-Airs.<br />
* Whiff on crouching, etc.<br />
* This is also Cooler's DHC.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Cooler}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Cooler]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Vegeta&diff=106903DBFZ/Vegeta2019-01-27T17:17:13Z<p>42.113.252.224: /* Deadly Knee Drop */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Vegeta<br />
|-<br />
||<br />
[[File:DBFZ_Vegeta_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Vegeta}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
: Rushdown, Vortex<br />
:<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Regal, egotistical, and full of pride, Vegeta is the prince of the fallen Saiyan race, as well as a ruthless, cold-blooded warrior and outright killer. While he is working for Frieza, he secretly intends to obtain the Dragon Balls to grant himself immortality, as well as avenge his race for the abuse it suffered at Frieza's hands. He was one of the most dangerous enemies Earth's defenders had to fight, easily overpowering Goku through sheer force. It took cunning, and a fair amount of luck, to defeat the villainous Saiyan prince and drive him away from Earth, which eventually led him to the truth behind Saiyans’ genocide by Frieza’s hand on Namek.<br />
<br />
The Saiyan/pre-final Namek Arc version of Vegeta invades ''Dragon Ball FighterZ'' as a DLC character, performing the role of a speedy fighter who throws off his opponent's movement. His speed is similar to his older counterparts', but he has a variety of tricky special moves that give him his own flavor.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Incredibly solid mixup and pressure game with many options to cross up and pressure the opponent, with options such as 1S allowing him to have pretty strong oki similar to Krillin's rocks, and many ways to set up safejumps<br />
* Level 3 gives incredible oki and mixups, as Vegeta has many options on how and where he wants to hit his opponent<br />
* Great damage, with air loops that can be done almost anywhere on the screen for strong utility<br />
* Level 1 acts as a great air ender due to it's property of sending downwards, which helps Vegeta allow his team to easily link combos together<br />
* 214S acting as an OTG allows Vegeta to very easily confirm into his supers, or possibly even more damage if done in the right combos<br />
| style="width: 50%;"|<br />
* Buttons tend to be a bit stubby at times, making Vegeta's range a little poor<br />
* Only reversal is level 3, making some pressure situations for Vegeta somewhat tricky to avoid<br />
* 214S strangely not working on crouching opponents hurts his mixup game a bit<br />
* Mixups, while strong, may be a bit predictable at times, and can be dealt with by anti-airing <br />
|-<br />
|}<br />
{{CharLinks-DBFZ|Vegeta}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__5L.png |caption=<br />
|image2=DBFZ_Vegeta__5LL.png |caption2=<br />
|image3=DBFZ_Vegeta__5LLL.png |caption3= Heh, what dirty fireworks..<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -2<br />
|description=<br />
* Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -5<br />
|description=<br />
* Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=300, 700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -18<br />
|description= <br />
* Calling an assist allows you to get a safe mixup off of a blocked 5LLL. You can go high with j.L, low with 2L, or airdash over crouching opponents for a fast crossup. Think of this as an alternative to 236S on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -8<br />
|description=<br />
* Decent range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~8 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -3<br />
|description=<br />
* Can be repeated up to 8 times.<br />
}}<br />
}}<br />
<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup= 7|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Hits low, can be rapid fired twice like all other Vegetas.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__2M.png |caption= BOI<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= |recovery= |frameAdv= -6<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__2H.png |caption= SHINE!<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -14<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__2S.png |caption=<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv= -6<br />
|description=<br />
* Vegeta throws a Ki blast in an arc. You can make the arc shallow by doing 1S.<br />
* This can be used for oki after a slide knockdown<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__jM.png |caption= Credit Card Swipe<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 9|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__jH.png |caption= "Get outta here"<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
===== <font style="visibility:hidden" size="0">j.S</font> =====<br />
{{MoveData<br />
|image=DBFZ_Vegeta__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to SSGSS Goku's j.S, but fired at a shallower angle.<br />
* Does not stall you in the air.<br />
* Adds landing recovery.<br />
* Useful for approaching when combined with an IAD, but it can be punished so mix it up with j.5H.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__j2S.png |caption=<br />
|name=j.2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Like 2S but in the air.<br />
* Can aim with 1S.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Super Dash Kick</font> ======<br />
{{MoveData<br />
|image= DBFZ_Vegeta_SuperDashKick.png<br />
|caption= I'm gonna rock you! Like a hurricane!<br />
|input=236L/M/H (Air OK)<br />
|name=Super Dash Kick<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=800 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Vegeta recovers in midair.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=900 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv=-9<br />
|description=<br />
* Causes a wallbounce.<br />
* Crosses up on block.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=All<br />
|startup= 29|active= |recovery= |frameAdv= -9<br />
|description=<br />
* Vegeta teleports behind the opponent and hits them.<br />
* Causes a wallbounce.<br />
* Crosses up on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Deadly Knee Drop</font> ======<br />
{{MoveData<br />
|image= DBFZ_Vegeta_DeadlyKneeDrop.png<br />
|caption= FOOTDIVE<br />
|input=214L/M/H (Air OK)<br />
|name=Deadly Knee Drop<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=800 |guard=High<br />
|startup= 26|active= |recovery= |frameAdv=<br />
|description=<br />
* All versions track the opponent.<br />
* Holding forward will make Vegeta jumps forward instead of backward.<br />
* Does not cause a sliding knockdown nor giving any sort of extension.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=0, 1250 |guard=High<br />
|startup= 29|active= |recovery= |frameAdv=<br />
|description=<br />
* Causes a sliding knockdown.<br />
* Can whiff Vanish on hit and combo into 214S, giving a full combo.<br />
A strong part of Vegeta's mixup game, especially because of the possibilities for it. Holding forward after the move, even on whiff, will propel Vegeta forward which can give him more pressure in many situations. If you don't hold back, you can combine Vegeta's backwards jump of sorts into 2S/1S which, depending on which one you use, can catch your opponent's wakeup and will catch them mashing something and/or give Vegeta much more pressure. Vegeta teleporting above the opponent helps too, as it can be used to either catch your opponent off guard in neutral, or go for a really tricky reset, but be careful because it can be 2H'd very easily if your opponent reacts to it..<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=0, 1250 |guard=High<br />
|startup= 26|active= |recovery= |frameAdv=<br />
|description=<br />
* Causes a longer sliding knockdown than M version.<br />
* On hit, holding forward will allow for some oki or combo directly into 214S without the need of whiff Vanish.<br />
* Can be used after j.2H for a guaranteed slide knockdown.<br />
Pretty useful for some combos where you may have already used up your smash or a conversion off of a vanish, and if you have the meter to spare on it. Because of it's speed it gives Vegeta a lot more oki than the other knee drops can, especially right after j.2H. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Energy Cutter</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta_EnergyCutter.png<br />
|caption= OH NO! The kid's a monkey! Destructo Disc!<br />
|input=236S<br />
|name=Energy Cutter<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1000 |guard=All<br />
|startup= 22|active= |recovery= |frameAdv=<br />
|description=<br />
* Leaves Vegeta airborne once complete. Allows for a mixup with an assist.<br />
* Can be aimed with 8/2.<br />
Vegeta's 236S is alright as a projectile, but surprisingly where the move really takes off is in it's mixup utility. Using this on an opponent's wakeup after Vegeta gets a sliding knockdown lets him get a mixup scenario, as you can airdash after the move is done, and this is amplified even further by his assists. He can also safejump off of this move, which makes it even stronger. It's not his strongest mixup tool, but it sure is a good one.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">I have no use for Saiyans that can't move</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta_IHaveNoUse.png |caption= I showed you my giant monkey form answer me.<br />
|image2=DBFZ_Vegeta_IHaveNoUse2.png |caption2= YEET<br />
|input=214S<br />
|name=I have no use for Saiyans that can't move<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=0 |guard=Throw<br />
|startup= 18|active= |recovery= |frameAdv=<br />
|description=<br />
* Vegeta grabs his opponent and tosses them into the air straight above him.<br />
* This skill works like a command grab and cannot be blocked.<br />
* If the camera zooms in, you can superdash for a full combo. If not, you can vanish or super.<br />
* Works on sliding knockdown state opponents.<br />
* Will ''not'' work on crouching or aerial opponents (only standing).<br />
* Uses his smash, so j.H gives sliding knockdown.<br />
* Use before level 3 super in the corner to maintain optimal positioning.<br />
On its own, Vegeta's command grab isn't that great. It's got very poor range and for some reason, it cannot connect on crouching opponents; it will only work on standing opponents, which makes the move hard to land raw as a mixup tool. Its strongest utility comes in the fact that it can be used as an OTG off of a sliding knockdown. This lets Vegeta possibly extend into a bit more damage, or more easily confirm into his level 1 or level 3 supers. When done raw or done before Vegeta uses his launcher smash, a cinematic will play, and this will allow Vegeta to easily follow up and get a sliding knockdown.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Vegeta_EnergyCutter.png<br />
|caption=''""There's no such thing as a dirty fight..."''<br />
|input=A1/A2<br />
|name=Energy Cutter<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* On hit, all the hits do one hit. On block, all 5 hits are done separately.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Galick Gun</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta_GalickGun.png |caption= ''"This planet is '''history'''!"''<br />
|image2=DBFZ_Vegeta_GalickGun2.png |caption2=''"You hear me, Kakarot? <br> You're '''FINISHED'''!"''<br />
|input=236L+M or 236H+S (Air OK)<br />
|name=Galick Gun<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=280*10 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Minimum damage is 78*10.<br />
* Vegeta leaps into the air and fires a beam diagonally toward the ground.<br />
* Grounded version automatically leaps (on startup) to the correct height to hit opponent.<br />
* Air version goes up a set distance, so it's not guaranteed to hit.<br />
Similar to SSGSS Goku's level 1, Vegeta's level 1 isn't that bad. Its hitbox is large and its property of knocking the opponent down, as well as having a huge window to Z-Change from, lets it be a reliable way to start some more damage if you have the meter. It's also alright in the air as an ender off of j.236L, though you may have some trouble hitting it depending on the situation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Galaxy Breaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta_GalaxyBreaker.png |caption= ''"Maybe you won't be a disappointment...''<br />
|image2=DBFZ_Vegeta_GalaxyBreaker2.png |caption2= '''''in the next dimension!!!"'''''<br />
|input=214L+M or 214H+S<br />
|name=Galaxy Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=234*20 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Minimum damage is 77*20. Though at higher up, this can hit up to 77*26.<br />
* Leaves the opponent at the perfect distance for basically any mix-up you want.<br />
* In the corner, it will even pull the opponent out of the corner allowing him to cross up.<br />
* If done after 214S, this move will give Vegeta different camera angles and will make it so Vegeta's post mix-ups are not as strong.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Vegeta}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Vegeta]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/SS_Goku&diff=106895DBFZ/SS Goku2019-01-27T13:34:44Z<p>42.113.252.224: /* Specials */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Son Goku (Super Saiyan)<br />
|-<br />
||<br />
[[File:DBFZ_SS Goku_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|SSGoku}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Born "Kakarot", Son Goku (named directly after the Japanese naming of Journey to the West protagonist Sun Wukong) was sent to Earth shortly before the Saiyan race was driven to extinction by Frieza. Found and cared for by martial artist Son Gohan, and brought up by the Turtle Hermit, Master Roshi, Goku would eventually grow into a young man, with both a burning passion for testing his might against other fighters and a strong sense of justice. However, his ceaseless lust for battle would endanger himself, his planet, and even his universe. Even under constant threats, Goku has stepped up, pushing himself further and further to protect his friends or correct his mistakes, and always hoping for another fun challenge in the future.<br />
<br />
In ''Dragon Ball FighterZ'', Super Saiyan Goku is a well rounded character. He has buttons with good reach, his specials and their variants provide additional neutral, mixup and combo extension options and his Super Kamehameha is very flexible, making it easy to combo into from any situation. If you're new to fighting games and are looking for a beginner-friendly character, or you're a veteran looking for a solid character to round out your team, Super Saiyan Goku is a good option to consider.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Versatile; he has all of the tools to deal and adapt to just about any situation.<br />
* 236L is a versatile move. Can be used to end nearly any conversion into a meterless sliding knockdown. Can also be used as pressure as it is a fast overhead.<br />
* Plethora of cross-up teleporting moves gives Goku a fantastic cross-up game and denies zoning.<br />
* Projectiles cover a variety of angles.<br />
* Great solo damage; can make great use of wall bounce and can use meter to extend his combos, including a solo double super, which results in a significant boost in damage.<br />
* Versatile assist; can be used to extend combos or to pressure opponents.<br />
* Makes good use out of sparking with Ki blast loops; allows for corner carry and very high meter gain.<br />
| style="width: 50%;"|<br />
* Generally a very honest character, not many gimmicks. Requires strong conditioning and assist usage to open up opponents with competent defense.<br />
* One low (2M); makes his high-low mixup game very weak.<br />
* His 6M, 2H, 236H, and his 214X all put Goku in an airborne state, making him very vulnerable to 2H's.<br />
* Little to no defensive options. His only reversal is very expensive, generally making it risky to use.<br />
|-<br />
|}<br />
{{CharLinks-DBFZ|SSGoku}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_5L.png |caption=Sweet and simple.<br />
|image2=DBFZ_SSGoku_5LL.png |caption2=Medium in disguise.<br />
|image3=DBFZ_SSGoku_5LLL.png |caption3=Roundhouse!<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup=6 |active=3 |recovery= |frameAdv=-3<br />
|description=<br />
* Can be canceled into from itself, even on whiff.<br />
* Jump cancelable on hit.<br />
Goku does a short jab. Basic 5L. Shares near identical frame data with 2L, but its less overall frames and its better whiff cancelable properties make this a safer button to throw out in neutral. It also has more range, a better hitbox for catching airborne opponents, and can be jump canceled. Input as 4LL to string together two 5L's in a row.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active=3 |recovery= |frameAdv=-4<br />
|description=<br />
* Can be canceled into from 5L, even on whiff.<br />
* Jump cancelable on hit.<br />
Goku does a gut punch. The follow-up from Goku's jab. It deals damage and scales like a medium, making this a very good button. It has less range than his mediums though, so make sure not to whiff with this move.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= |active=18 |recovery= |frameAdv=-5<br />
|description=<br />
* Uses up Goku's Smash. Always Smashes even if his Smash was already used.<br />
* If the air autocombo is completed after this hit, a random Dragon Ball is obtained.<br />
* The only hit of the grounded autocombo needed to obtain a guaranteed Dragon Ball.<br />
* Can be canceled into from 5LL, even on whiff.<br />
* When all other characters are down, this move is Goku's Guard Cancel attack.<br />
Goku does a roundhouse that autocombos into super dash and also has an interesting property where the hitbox reaches behind him. Goku's autocombo finisher lacks practicality, as it offers no mix-up potential and doesn't provide him any combo routes that are as damaging as those of his mediums while also using up his Smash. To make matters worse, the hitbox of this move is firmly horizontal, making it near impossible to combo into outside of using the activation of Sparking Blast or certain assists, which also makes the autocombo's automatic side correction irrelevant as it already hits both sides and cannot anti-air. Not all is lost, as this move has the damage and scaling of a heavy while also being safe on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_5M.png |caption=The Saiyan's Elbow<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup=9 |active=17 |recovery= |frameAdv=-7<br />
|description=<br />
* Jump cancelable on hit.<br />
Goku steps forward and does an elbow strike upwards, hitting mid. Should always be used after 2M as it is a better neutral and block string tool that needs 5M's jump cancel properties to convert into max damage. Can clash with super dash if timed well.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_5H.png |caption=Kick 'em to the curb!<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup=14 |active=22 |recovery= |frameAdv=-8<br />
|description=<br />
* Uses up Goku's Smash.<br />
* Wall bounces if Smash hasn't been used.<br />
* Used at the end of Goku's grounded Dragon Rush if Smash has been consumed.<br />
Goku does a sidekick, which counts as a Smash and sends them flying sideways. Can be followed up with Super Dash by pressing H again or H+S. As Goku gets more damage out of his Smash by using 2H/j.2H mid-screen or 214M/214H in the corner, it mostly sees use in neutral or in pressure. However, this move becomes arguably Goku's best attack for corner combos after Smash has been used as it leads into easy assist extensions and Superdashes after 2S.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_5S.png |caption=ATATATATATA<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup=13 |active= |recovery= |frameAdv=-4<br />
|description=<br />
* The sixth blast knocks the opponent back on grounded hit.<br />
Can confirm into a full combo by using vanish. Be careful when using Ki Blasts in neutral, as they can be deflected by Superdashes or by super armored moves.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_2L.png |caption=Why couldn't this move be a low?<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=All<br />
|startup=6 |active=10 |recovery= |frameAdv=-3<br />
|description=<br />
*Can be canceled into from itself, even on whiff.<br />
Goku crouches and jabs. It's a better meaty than his 5L and has a smaller hurtbox, but is inferior to 5L in almost every other way.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_2M.png |caption=Slide into those (2)M's<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup=10 |active=17 |recovery= |frameAdv=-5<br />
|description=<br />
* Goku's only low.<br />
Goku crouches and does a sidekick. Absolutely vital to Goku's gameplan. It has great range and a low hurtbox for use in neutral, it puts grounded opponents into an airborne state without using his Smash or wall bounce for combos, and its his only low for pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_2H.png |caption=SHORYUKEN!<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Counts as airborne.<br />
* Uses up Goku's Smash.<br />
* Launches higher with more hitstun if Smash hasn't been used.<br />
Goku does a leaping uppercut upwards. Can be followed up with Super Dash by pressing H again or H+S. Go to anti-air, though since it has a firmly vertical hitbox, it should be used carefully. Can give Goku the height he needs to preform his double super setup.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_2S.png |caption=Hitstun in a can.<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup=13 |active= |recovery= |frameAdv=-1<br />
|description=<br />
Goku shoots a ki blast upwards. Has massive amounts of hitstun, leading into Superdashes and upwards Kamehameha. After a Kamehameha into Vanish, do (2M > 5M > 2S > Superdash) for an optimal confirm. While it can be used to anti-air, it can be deflected by Superdashes or by super armored moves, so upwards Kamehameha is a better tool for that situation. Tall opponents can be hit when standing by using it at point blank range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_6M.png |caption=Se, no!<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup=24 |active=6 |recovery=10 |frameAdv=0<br />
|description=<br />
* Counts as airborne.<br />
* Uses the same hitboxes and hurtboxes of Goku's j.H.<br />
Goku does a short hop and slams down with both arms. Universal overhead. Requires a counter hit, an assist, or Sparking Blast to confirm into a combo. Has some low invincibility.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Double jump cancelable.<br />
* Can cancel into itself.<br />
Goku does a jumping straight jab. Input as j.4LL to string together two j.L's in a row.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Double jump cancelable.<br />
* Can Reverse Beat back to j.L.<br />
Goku does a jumping sidekick. Inputting j.M as j.LL will result in Goku gaining additional height, useful for confirming into j.S. Use j.M instead of j.LL when being too high would result in an attack whiffing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_jH.png |caption=GOKU SMASH<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000] |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Knock-down state changes depending on Goku's usage of his Smash.<br />
* Autocombo version wall-bounces in the corner and provides one random Dragon Ball.<br />
Goku does a two-handed overhead smash. This is his best jump-in and cross-up tool, as well as his best damaging and scaling air normal for starting ground combos. Thanks to j.S's ability to combo into 236L, this move is rarely used to end air combos. This move will only provide a sliding knockdown if the move that used Goku's smash was a 2H, j.2H, or 5LLL. If j.H would have produced a sliding knockdown connects but the combo is then extended (like through a vanish), then all knockdowns (except those provided by supers) will be soft knockdowns.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_jS.png |caption= Step 1: Spark, Step 2: j.S, Step 3: '''Profit'''<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
Goku fires a downward ki blast. Allows Goku to combo into air L Dragon Flash Fist for a sliding knockdown anywhere on the screen. Can be looped while Goku is using Sparking Blast. Like with 5S and 2S, these projectiles can be deflected by Superdashes and super armored moves, so you might want to consider using Kamehameha in neutral instead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_j2H.png |caption=Galactic Punt<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup=14 |active=19 |recovery= |frameAdv=-17<br />
|description=<br />
* Double jump cancelable.<br />
* Uses up Goku's Smash.<br />
* Launches higher with more hitstun if Smash hasn't been used yet.<br />
Goku does an upward kick that, unlike his other air normals, is not an overhead. Can be followed up with Super Dash by pressing H again or H+S. Used to launch opponents during air combos and to extend them if Goku's Smash has been used and his double jump hasn't.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Dragon Flash Fist</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_DragonFlashFist.png |caption= Netplay Special: The Reckoning <br />
|input=236L/M/H (Air OK)<br />
|name=Dragon Flash Fist<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=High<br />
|startup=24 |active=18 |recovery= |frameAdv=-5<br />
|description=<br />
* Short distance.<br />
* Ground version causes a soft knockdown, aerial version causes a sliding knockdown on air-to-air hit.<br />
* Ground version while still counts as airborne, doesn't have head property. Thus cannot be anti-aired with moves like 2H.<br />
Fastest version that, when used on a grounded opponent, cannot be extended by any means. Incredibly useful combo ender that allows Goku to turn essentially any hit into a hard knockdown without spending meter.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=High<br />
|startup=26 |active=18 |recovery= |frameAdv=-5<br />
|description=<br />
* Moderate distance.<br />
* Always causes a sliding knockdown.<br />
* Ground version while still counts as airborne, doesn't have head property. Thus cannot be anti-aired with moves like 2H.<br />
Slowest version which can combo into any of Goku's supers on grounded hit. Too slow to be used effectively in combos, this move is primarily used to surprise opponents with an overhead at anytime during a blockstring.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1100 |guard=High<br />
|startup=24 |active=18 |recovery= |frameAdv=-5<br />
|description=<br />
* Teleports to the opponent.<br />
* Always causes a sliding knockdown.<br />
* Both ground and air version count as airborne, have head property, ''very'' vulnerable to 2H.<br />
Can be used to preform a double cross-up overhead by jumping over the opponent and then using this move, Goku will appear on the side he came from and attack. Remember to use assists to cover Goku when attempting to set this up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Flurry Kick</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_FlurryKick.png |caption=TATSUMAKI SENPUKYAKU<br />
|input=214L/M/H (Air OK)<br />
|name=Flurry Kick<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=470*2 |guard=All<br />
|startup=10 |active=13 |recovery= |frameAdv=-3<br />
|description=<br />
* Counts as airborne.<br />
Goku does 2 hits of a flying kick. Used in mid-screen combos to convert into downwards Super Kamehameha. Doesn't knock down. Safe on block.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=270*4 |guard=All<br />
|startup=13 |active= |recovery= |frameAdv=<br />
|description=<br />
* Counts as airborne.<br />
* Consumes Smash if no Smash has been used in the combo.<br />
* Smash version causes wallbounce in the corner.<br />
* Smash 5MMM causes a bigger wallbounce that takes opponents out of the corner.<br />
Goku does 4 hits of a flying kick. Used for Goku's optimal corner combos. Also used for conversions into downwards Super Kamehameha in the corner.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=240*6 |guard=All<br />
|startup=11 |active= |recovery= |frameAdv=<br />
|description=<br />
* Counts as airborne.<br />
* Similar to M version but causes wallbounce anywhere on the screen, setting up for a super dash.<br />
Goku does 6 hits of a flying kick. Massive corner carry mid-screen and optimal damage in the corner, though the medium version is more meter efficient.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_Kamehameha.png |caption= "I've waited<br />
|image2=DBFZ_SSGoku_Kamehameha_Up.png |caption2= 5 episodes<br />
|image3=DBFZ_SSGoku_Kamehameha_Down.png |caption3= for this!"<br />
|input=236S (Air OK)<br />
|name=Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=262*5 |guard=All<br />
|startup=18 |active= |recovery= |frameAdv=-16<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=262*5 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* The ground version can be angled upward by holding up or down after the input.<br />
* The air version can be angled downwards by holding up or down after the input.<br />
Goku's signature projectile. One of the best beams in the game with decently fast start-up, low cool-down, and high damage. Its ability to be used both on the ground or in the air as well being able to angle both versions gives Goku a commanding presence at long range. On hit, it can lead into a combo by doing a vanish and linking a dash 2M. In the corner, the downward version can be used near the ground to extend combos.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_SSGoku_Kamehameha.png |caption= Why are there so many versions of this move, Dende-dammit.<br />
|input=A1/A2<br />
|name=Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=200*5|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Good for controlling ground space in neutral.<br />
* Good for extending combos.<br />
Goku's assist is the ground version of his Kamehameha special that fires along the ground. As you might imagine, this makes it a really good assist in neutral since it'll stop your opponent from moving freely on the ground. This can be very helpful when you want to approach your opponent because it'll limit their options.<br />
<br />
It can also be pretty useful in combos as well as a means to extend them. <br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Super Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_SuperKamehameha.png |caption=The signature move<br />
|image2=DBFZ_SSGoku_SuperKamehameha_Up.png |caption2=The snipe<br />
|image3=DBFZ_SSGoku_SuperKamehameha_Down.png |caption3=The aerial signature move<br />
|input=236L+M (Air OK)<br />
|name=Super Kamehameha<br />
|data= <br />
{{AttackData-DBFZ<br />
|version=Normal<br />
|damage=250*10 |guard=All<br />
|startup= |active= |recovery= |frameAdv=-19<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Ground (Aimed up)<br />
|damage=270*10 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ground version can be angled upward by holding up or down after the input.<br />
* Air version can be angled downward by holding up or down after the input, which can cause a sliding knockdown.<br />
* An angled down air version can combo into Warp Kamehameha if the juggle is high enough in the air.<br />
* Minimum damage is 75*10 [81*10].<br />
His beam has significantly low recovery, which not only makes punishes incredibly difficult, but it's possible to combo afterwards with certain supers and techniques.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Warp Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_WarpKamehameha.png |caption='''''*pop*'''''<br />
|image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2=''"I'll be sure to visit your grave!"''<br />
|input=236H+S (Air OK)<br />
|name=Warp Kamehameha<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=270*10 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Minimum damage is 81*10.<br />
Goku uses Instant Transmission to teleport behind the opponent on the ground as he releases his charged close ranged Kamehameha in an upward direction. He will always teleport near the opponent on the ground, no matter where he performs the attack. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Meteor Smash</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_MeteorSmash.png |caption='''''"This is... to go... even further beyond!"'''''<br />
|image2=DBFZ_SSGoku_MeteorSmash2.png |caption2='''''"AAAAAAAAAAAAHHHHH!"'''''<br />
|input=214L+M or 214H+S<br />
|name=Meteor Smash<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=4208 |guard=All<br />
|startup= |active= |recovery= |frameAdv=-14<br />
|description=<br />
* Swaps sides with opponent both on hit and on block.<br />
* Results in a hard knockdown on hit.<br />
* Blockable after Goku teleports.<br />
* Acts as Goku's only invincible reversal.<br />
* Minimum damage is 1548.<br />
Goku's level 3. Goku transforms into Super Saiyan 3 and teleports behind the opponent, striking them with his elbow. Easy to punish with and combo into, but has zero vertical tracking. Due to the fact that this super surrenders control of the corner, pushes opponents too far to utilize the hard knockdown, and does less damage than Goku's air downward Super Kamehameha into Warp Kamehameha setup, this super isn't used for much other than reversals. If the opponent was under the effects of Sparking Blast when they got hit, they will continue to regenerate health though they will also use up Sparking Blast's timer.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|SSGoku}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Goku]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku&diff=106844DBFZ/Goku2019-01-27T01:19:59Z<p>42.113.252.224: /* Spirit Bomb */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku<br />
|-<br />
||<br />
[[File:DBFZ_Goku_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Goku}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Snowball<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Son Goku (named directly after the Japanese naming of ''Journey to the West'' protagonist Sun Wukong) is a martial artist of incredible skill and renown, whose skills only grew stronger after dying at the hands of the villainous Saiyan Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb.<br />
<br />
The Saiyan - Early Namek Arc version of Goku flies into ''Dragon Ball FighterZ'' as a DLC character. Much like his Super Saiyan counterpart, he is a natural all-rounder with a variety of moves. While he doesn't have his Super Saiyan version's zoning or his SSGSS version's close-range game, he has his own quirks that set him apart from them and make him stand out.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Reliable buttons and specials with solid range and good utility all around.<br />
* Strongest level 3 in the game; does huge damage and has many ways he can combo into it from some other characters' supers, which gives Goku very easy ways to get incredible damage.<br />
* Kaio-ken is a very strong level 1 super, with a lot of damage and possibly even some mixup potential, as well as many ways to use it. This is amplified further by its enhanced versions, x3 Kaio-ken and x20 Kaio-ken.<br />
* Assist is useful for combo extensions as it causes wallbounce on hit, and also sends the opponent incredibly far, which can lead to good pressure.<br />
* 1 bar invincible reversal with Kaio-ken finisher<br />
| style="width: 50%;"|<br />
* Only one low (2M), which hurts his mixup game a lot.<br />
* Requires assists to make any of his strings safe.<br />
* Has difficulties for scoring a sliding knockdown.<br />
* While not a slow charge, Spirit Bomb's charge requirement can make it so you might not get the move often, and if you do you may only get level 1 or level 2.<br />
|}<br />
{{CharLinks-DBFZ|Goku}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5L.png |caption=''"Woah woah..."''<br />
|image2=DBFZ_Goku__5LL.png |caption2= ''"Stop..."''<br />
|image3=DBFZ_Goku__5LLL.png |caption3= '''''"Goku Time!"'''''<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Standard jab.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Knocks opponent lightly off their feet.<br />
* Good hit and block stun.<br />
* Can convert into 2M or 1S.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Causes wallbounce.<br />
* Hits both in front and behind Goku.<br />
* Leads into auto combo.<br />
* Can be used for corner loops in certain scenarios.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5M.png |caption= "''Kidney Punch!''"<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Short reach, but very quick.<br />
* Can connect with 5LL into jump cancel.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Short reaching 5H with a slightly quicker startup than most.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Can be repeated up to 6 times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv=-4<br />
|description=<br />
* Not a low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= |recovery= |frameAdv=-11<br />
|description=<br />
* Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLM2H instead to start a combo.<br />
* IAD j.S 2M has deceptively long range and can hit from almost fullscreen.<br />
* Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2H.png |caption= Not a DP<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-17<br />
|description=<br />
* Universal anti-air.<br />
* Poor horizontal reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2S.png |caption=''"Go, my children."''<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 17|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Can be aimed with 1/2/3S.<br />
* Does not track.<br />
After this is used twice, regardless of which versions are used, it will transition into 2SSS.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2SSS</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2SSS.png |caption= FOOTDIVE!<br />
|name=2SSS<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=-5<br />
|description=<br />
* Overhead after 2SS.<br />
* Ground bounces airborne opponent and can be combo'd after in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Short ranged normal. Mostly used during aerial blockstrings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= |recovery= |frameAdv=<br />
|description=<br />
* Good air to air normal. Can cross the opponent up, if delayed enough.<br />
Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H.<br />
<br />
Note: you can shorten the delay by inputting the directional input of your opponent (4 or 6). This is a universal mechanic.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Great jump-in normal and combo starter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Goku__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku fires a downward ki blast.<br />
* Halts Goku's momentum when used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku does an upward kick. Not an overhead in the air.<br />
* Deceptive horizontal reach. Good for quick mid air conversions after a mid air clash, i.e. super dash clash or blocking opponents super dash while in the air.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Heavy Elbow</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_HeavyElbow.png<br />
|caption= You're wide op- wait a sec, this isn't Ginyu! ''Or is it?''<br />
|input=236L/M/H (Air OK)<br />
|name=Heavy Elbow<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Can be used to end blockstrings safety.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=All<br />
|startup= 26 [28]|active= |recovery= |frameAdv= -5<br />
|description=<br />
* [] is for the aerial version.<br />
* Causes wallbounce.<br />
* Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=All<br />
|startup= 19|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Causes wallbounce.<br />
* Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Back Throw</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_BackThrow.png |caption= Silly Goku, thinking he can dunk like 16!<br />
|image2= DBFZ_Goku_BackThrow2.png |caption2="Weeeee!"<br />
|input=214L/M/H<br />
|name=Back Throw<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=700 |guard=Throw<br />
|startup= 23|active= |recovery= |frameAdv=<br />
|description=<br />
* Grabs and throw behind him.<br />
* Can be followed up with vanish.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
* Can be comboed into.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=700 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward before grabbing.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
The big range on this command grab allow it to be somewhat tricky if your opponent isn't expecting it, or if you can cover up the startup with an assist or something similar. It's hard to get big damage off of it regularly, but in Sparking Goku can get a lot more off of it, which helps a lot. Because of its slow startup, you can also just cancel it from a normal and have it grab the opponent because the blockstun ends by the time the actual throw comes out.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=700, 1000 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward like the M version.<br />
* Does the 2SSS animation on Smash hit and causes a ground bounce which can be followed up.<br />
* Only does 2SSS if no Smash has been used prior.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kamehameha.png<br />
|caption= ''Hawaiian King attack''.<br />
|input=236S (Air OK)<br />
|name=Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=1000 |guard=All<br />
|startup= 21|active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be aimed up or down like SS Goku.<br />
* Only hits once, but will still clash with other beams.<br />
* Wallbounces.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Everyone, lend me your energy!</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Everyone.png<br />
|caption= ''"De-de-de, de-de-de, de-de-do, I'ma charging my attack!"''<br />
|input=214S<br />
|name=Everyone, lend me your energy!<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup=22 |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be held for up to three levels.<br />
* Can call assists during charge.<br />
* Will build a small amount of meter for each level charged up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SpiritBomb.png<br />
|caption=''"Better use that thing that always works!"''<br />
|input=214S after gathering energy<br />
|name=Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Level 1<br />
|damage=0, 50*18, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 2<br />
|damage=0, 60*24, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 3<br />
|damage=0, 70*30, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* All version has minimum damage of 20%.<br />
* Homes in on the opponent and cannot be superdashed through.<br />
* Any version can be followed up with Super Dash.<br />
* Level 1 and Level 2 can be connected into a combo by using 2SSS after explosion (possibly 1SS or 3SS depending on distance from opponent).<br />
* Level 3 carries high enough to combo into Super Spirit Bomb.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Goku_5LLL.png |caption= ''"I'll save ya again, best buddy!"''<br />
|input=A1/A2<br />
|name=5LLL<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes wallbounce and hits both in front and behind Goku.<br />
* Huge blockstun.<br />
Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Kaioken</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kaioken.png |caption= "''Now I want '''TOTAL POWER!!'''''"<br />
|image2=DBFZ_Goku_KaiokenFinisherLM.png |caption2= "''Kaio wha- '''AAAGH!!!'''''"<br />
|image3=DBFZ_Goku_KaiokenFinisherHS.png |caption3= '''''"KAIOKEN... TIMES FOUR!"'''''<br />
|input=236L+M or 236H+S<br />
|name=Kaioken<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Activation<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Kaioken has 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.<br />
* On block or hit, any Kaioken followup can cancel into any other, except itself.<br />
* All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to hit from a solo combo, i.e. 5L, 5S, Kamehameha enders.<br />
* The Kaioken enders can be used at any time but cannot be followed up, as the first hit or even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit with a full team).<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Staled<br />
|damage=600 |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Using a followup more than once in the string will cause it to be "staled," receiving reduced damage.<br />
* Beside staling, all followups have 15% minimum damage, excluding enders.<br />
All staled moves deal the same amount of damage, so if you're not planning to get fancy with Kaioken, there's no reason why you shouldn't just mash L.<br />
<br />
In fact, alternating 5S, 5L into Finisher and x20 Kamehameha will do less than start with 5S then mash L (1720 compared to 1735).<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5L<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* First hit if nothing is input.<br />
* Mashing L will alternate between 5L and 2L.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2L<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Won't overshoot the opponent.<br />
* Vulnerable to Anti-Airs.<br />
* Due to sharing the same rolling animation as 5M, can be used as some sort of mixup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5M<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides if the opponent is less than a fullscreen away.<br />
* Invulnerable during startup.<br />
* Mashing M will alternate between 5M and 2M.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2M<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides on block if the opponent is less than a fullscreen away.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5H<br />
|damage=900 |guard=Ground Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides and wall bounces on hit.<br />
* Very long startup but deals the most damage, albeit not by much.<br />
* Can only be used once per string.<br />
Can be comboed into in the corner with L/M > 5S > 5H. Some characters can also DHC immediately into Kaioken 5H.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Stands still and shoots a Ki blast forward.<br />
* Common starter from sliding knockdowns due to the short startup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to 5S, but aims diagonally.<br />
* Can only combo into enders.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Kaioken Finisher |subtitle=L+M<br />
|damage=700, 700<br>Min: 105, 350 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Standard Kaioken ender.<br />
* Teleports to the opponent and is fully invincible on startup.<br />
* The second part only come out on hit.<br />
* Can cancel into Kaioken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down.<br />
* KOing with this triggers a special animation.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x3 Kaioken<br>Kamehameha |subtitle=H+S when one team<br>member is down<br />
|damage=250*15 [250*14]<br>Min: 52*15 [52*14] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* [] is when cancelling from Kaioken Finisher.<br />
* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed up.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x20 Kaioken<br>Kamehameha |subtitle=H+S when two team<br>members are down<br />
|damage=250*20<br>Min: 47*20 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* Fires a Kamehameha straight.<br />
* Tracks vertically.<br />
* Deals a hard knockdown regardless of height.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SuperSpiritBomb.png |caption= I'm so '''SORRY''' good sir but would you like a '''''small PORTION''''' of ''GENKI''?<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=100*N, 4200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Minimum damage in a combo is ~2050, give or take about 50 damage depending on the starter.<br />
* Very slow, and starts very high in the air.<br />
* If you do Super Spirit Bomb in the corner, Goku will teleport out and fire it into the corner.<br />
* Some characters can DHC into this, sometimes depending on screen position, so experiment with your team and find out what works! For example, SS Goku can combo into this with Warp Kamehameha, but only in the corner, while Beerus can combo into it anywhere and Vegeta can't combo into it at all.<br />
* Goku ''can'' combo into this by himself or with the help of assists, but it's often impractical to pull off in a real match. Thus to utilize its high damage, you'll need to build your team around DHC-ing into this Super.<br />
* While this is invincible on startup and not punishable on block, Goku is vulnerable while the Spirit Bomb is falling. This means the opponent can run under the Spirit Bomb to the other side of Goku and superdash up to him for a full combo.<br />
<br clear=all/><br />
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br><br />
* Like [[DBFZ/Broly#Gigantic_Meteor|Broly's Gigantic Meteor]], this Super also has "tiers," but a lot simpler. It doesn't have "auto-correct" shenanigans to keep the damage around a certain value, and the ball also tends to "stick around" making the first 2 tiers obsolete.<br />
* The descending part uses the current combo's scaling. The explosion has its unique minimum damages.<br />
* Unlike Broly which almost always has his combo scaled to 10%, Goku can have 15% scaled combos or inherit them from DHC, thus Spirit Bomb can deal up to 2100 scaled. But to keep it simple we'll only look at 10% scaled.<br />
* Also unlike Broly, Spirit Bomb's first hit will prorate the rest of the Super. So the following formulas are more accurately represented as something like<br />
100 + (100*14 + 4200)*0.9<br />
* [https://i.ibb.co/QPHkKMS/photo.png Look at this graph.]<br />
* Here are the tiers:<br />
'''1 to 16 hits'''<br />
* Raw damage is 100*0~15 + 4200. Ranging from 3880 to 5140.<br />
<br />
'''17 to 31 hits'''<br />
* Raw damage is 100*15 + 50*1~15 + 4200. Ranging from 5185 to 5815.<br />
* There's no way to test these tiers in a combo atm.<br />
<br />
'''32 to 60 hits'''<br />
* Raw damage is 100*15 + 50*15 + 25*1~29 + 3600. Ranging from 5297 to 5913.<br />
* Fully scaled (10%) is 10*15 + 5*15 + 2*1~29 + 1692. Ranging from 1919 to 1975.<br />
<br />
'''61 hits and up'''<br />
* Raw damage is 100*15 + 50*15 + 25*29 + 10*1~∞ + 3600. Increasing from 5922.<br />
* Fully scaled (10%) is 10*15 + 5*15 + 2*29 + 1*1~∞ + 1692. Increasing from 1976.<br />
* Note that a Super Spirit Bomb falling from the top of the playing field can only do ''83 hits'' (6120 raw and 1995 scaled).</div><br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Goku}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku&diff=106843DBFZ/Goku2019-01-27T01:17:43Z<p>42.113.252.224: /* Kaioken */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku<br />
|-<br />
||<br />
[[File:DBFZ_Goku_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Goku}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Snowball<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Son Goku (named directly after the Japanese naming of ''Journey to the West'' protagonist Sun Wukong) is a martial artist of incredible skill and renown, whose skills only grew stronger after dying at the hands of the villainous Saiyan Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb.<br />
<br />
The Saiyan - Early Namek Arc version of Goku flies into ''Dragon Ball FighterZ'' as a DLC character. Much like his Super Saiyan counterpart, he is a natural all-rounder with a variety of moves. While he doesn't have his Super Saiyan version's zoning or his SSGSS version's close-range game, he has his own quirks that set him apart from them and make him stand out.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Reliable buttons and specials with solid range and good utility all around.<br />
* Strongest level 3 in the game; does huge damage and has many ways he can combo into it from some other characters' supers, which gives Goku very easy ways to get incredible damage.<br />
* Kaio-ken is a very strong level 1 super, with a lot of damage and possibly even some mixup potential, as well as many ways to use it. This is amplified further by its enhanced versions, x3 Kaio-ken and x20 Kaio-ken.<br />
* Assist is useful for combo extensions as it causes wallbounce on hit, and also sends the opponent incredibly far, which can lead to good pressure.<br />
* 1 bar invincible reversal with Kaio-ken finisher<br />
| style="width: 50%;"|<br />
* Only one low (2M), which hurts his mixup game a lot.<br />
* Requires assists to make any of his strings safe.<br />
* Has difficulties for scoring a sliding knockdown.<br />
* While not a slow charge, Spirit Bomb's charge requirement can make it so you might not get the move often, and if you do you may only get level 1 or level 2.<br />
|}<br />
{{CharLinks-DBFZ|Goku}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5L.png |caption=''"Woah woah..."''<br />
|image2=DBFZ_Goku__5LL.png |caption2= ''"Stop..."''<br />
|image3=DBFZ_Goku__5LLL.png |caption3= '''''"Goku Time!"'''''<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Standard jab.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Knocks opponent lightly off their feet.<br />
* Good hit and block stun.<br />
* Can convert into 2M or 1S.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Causes wallbounce.<br />
* Hits both in front and behind Goku.<br />
* Leads into auto combo.<br />
* Can be used for corner loops in certain scenarios.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5M.png |caption= "''Kidney Punch!''"<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Short reach, but very quick.<br />
* Can connect with 5LL into jump cancel.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Short reaching 5H with a slightly quicker startup than most.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Can be repeated up to 6 times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv=-4<br />
|description=<br />
* Not a low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= |recovery= |frameAdv=-11<br />
|description=<br />
* Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLM2H instead to start a combo.<br />
* IAD j.S 2M has deceptively long range and can hit from almost fullscreen.<br />
* Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2H.png |caption= Not a DP<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-17<br />
|description=<br />
* Universal anti-air.<br />
* Poor horizontal reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2S.png |caption=''"Go, my children."''<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 17|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Can be aimed with 1/2/3S.<br />
* Does not track.<br />
After this is used twice, regardless of which versions are used, it will transition into 2SSS.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2SSS</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2SSS.png |caption= FOOTDIVE!<br />
|name=2SSS<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=-5<br />
|description=<br />
* Overhead after 2SS.<br />
* Ground bounces airborne opponent and can be combo'd after in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Short ranged normal. Mostly used during aerial blockstrings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= |recovery= |frameAdv=<br />
|description=<br />
* Good air to air normal. Can cross the opponent up, if delayed enough.<br />
Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H.<br />
<br />
Note: you can shorten the delay by inputting the directional input of your opponent (4 or 6). This is a universal mechanic.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Great jump-in normal and combo starter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Goku__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku fires a downward ki blast.<br />
* Halts Goku's momentum when used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku does an upward kick. Not an overhead in the air.<br />
* Deceptive horizontal reach. Good for quick mid air conversions after a mid air clash, i.e. super dash clash or blocking opponents super dash while in the air.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Heavy Elbow</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_HeavyElbow.png<br />
|caption= You're wide op- wait a sec, this isn't Ginyu! ''Or is it?''<br />
|input=236L/M/H (Air OK)<br />
|name=Heavy Elbow<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Can be used to end blockstrings safety.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=All<br />
|startup= 26 [28]|active= |recovery= |frameAdv= -5<br />
|description=<br />
* [] is for the aerial version.<br />
* Causes wallbounce.<br />
* Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=All<br />
|startup= 19|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Causes wallbounce.<br />
* Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Back Throw</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_BackThrow.png |caption= Silly Goku, thinking he can dunk like 16!<br />
|image2= DBFZ_Goku_BackThrow2.png |caption2="Weeeee!"<br />
|input=214L/M/H<br />
|name=Back Throw<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=700 |guard=Throw<br />
|startup= 23|active= |recovery= |frameAdv=<br />
|description=<br />
* Grabs and throw behind him.<br />
* Can be followed up with vanish.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
* Can be comboed into.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=700 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward before grabbing.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
The big range on this command grab allow it to be somewhat tricky if your opponent isn't expecting it, or if you can cover up the startup with an assist or something similar. It's hard to get big damage off of it regularly, but in Sparking Goku can get a lot more off of it, which helps a lot. Because of its slow startup, you can also just cancel it from a normal and have it grab the opponent because the blockstun ends by the time the actual throw comes out.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=700, 1000 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward like the M version.<br />
* Does the 2SSS animation on Smash hit and causes a ground bounce which can be followed up.<br />
* Only does 2SSS if no Smash has been used prior.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kamehameha.png<br />
|caption= ''Hawaiian King attack''.<br />
|input=236S (Air OK)<br />
|name=Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=1000 |guard=All<br />
|startup= 21|active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be aimed up or down like SS Goku.<br />
* Only hits once, but will still clash with other beams.<br />
* Wallbounces.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Everyone, lend me your energy!</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Everyone.png<br />
|caption= ''"De-de-de, de-de-de, de-de-do, I'ma charging my attack!"''<br />
|input=214S<br />
|name=Everyone, lend me your energy!<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup=22 |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be held for up to three levels.<br />
* Can call assists during charge.<br />
* Will build a small amount of meter for each level charged up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SpiritBomb.png<br />
|caption=''"Better use that thing that always works!"''<br />
|input=214S after gathering energy<br />
|name=Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Level 1<br />
|damage=0, 50*18, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 2<br />
|damage=0, 60*24, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 3<br />
|damage=0, 70*30, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* All version has minimum damage of 20%.<br />
* Homes in on the opponent. Cannot be superdashed through.<br />
* Any version can be followed up with an air combo by superdashing.<br />
* Level 1 and Level 2 can be connected into a combo by using 2SSS after explosion (possibly 1SS or 3SS depending on distance from opponent).<br />
* Level 3 carries high enough to combo into Super Spirit Bomb.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Goku_5LLL.png |caption= ''"I'll save ya again, best buddy!"''<br />
|input=A1/A2<br />
|name=5LLL<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes wallbounce and hits both in front and behind Goku.<br />
* Huge blockstun.<br />
Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Kaioken</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kaioken.png |caption= "''Now I want '''TOTAL POWER!!'''''"<br />
|image2=DBFZ_Goku_KaiokenFinisherLM.png |caption2= "''Kaio wha- '''AAAGH!!!'''''"<br />
|image3=DBFZ_Goku_KaiokenFinisherHS.png |caption3= '''''"KAIOKEN... TIMES FOUR!"'''''<br />
|input=236L+M or 236H+S<br />
|name=Kaioken<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Activation<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Kaioken has 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.<br />
* On block or hit, any Kaioken followup can cancel into any other, except itself.<br />
* All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to hit from a solo combo, i.e. 5L, 5S, Kamehameha enders.<br />
* The Kaioken enders can be used at any time but cannot be followed up, as the first hit or even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit with a full team).<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Staled<br />
|damage=600 |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Using a followup more than once in the string will cause it to be "staled," receiving reduced damage.<br />
* Beside staling, all followups have 15% minimum damage, excluding enders.<br />
All staled moves deal the same amount of damage, so if you're not planning to get fancy with Kaioken, there's no reason why you shouldn't just mash L.<br />
<br />
In fact, alternating 5S, 5L into Finisher and x20 Kamehameha will do less than start with 5S then mash L (1720 compared to 1735).<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5L<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* First hit if nothing is input.<br />
* Mashing L will alternate between 5L and 2L.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2L<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Won't overshoot the opponent.<br />
* Vulnerable to Anti-Airs.<br />
* Due to sharing the same rolling animation as 5M, can be used as some sort of mixup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5M<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides if the opponent is less than a fullscreen away.<br />
* Invulnerable during startup.<br />
* Mashing M will alternate between 5M and 2M.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2M<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides on block if the opponent is less than a fullscreen away.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5H<br />
|damage=900 |guard=Ground Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides and wall bounces on hit.<br />
* Very long startup but deals the most damage, albeit not by much.<br />
* Can only be used once per string.<br />
Can be comboed into in the corner with L/M > 5S > 5H. Some characters can also DHC immediately into Kaioken 5H.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Stands still and shoots a Ki blast forward.<br />
* Common starter from sliding knockdowns due to the short startup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to 5S, but aims diagonally.<br />
* Can only combo into enders.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Kaioken Finisher |subtitle=L+M<br />
|damage=700, 700<br>Min: 105, 350 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Standard Kaioken ender.<br />
* Teleports to the opponent and is fully invincible on startup.<br />
* The second part only come out on hit.<br />
* Can cancel into Kaioken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down.<br />
* KOing with this triggers a special animation.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x3 Kaioken<br>Kamehameha |subtitle=H+S when one team<br>member is down<br />
|damage=250*15 [250*14]<br>Min: 52*15 [52*14] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* [] is when cancelling from Kaioken Finisher.<br />
* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed up.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x20 Kaioken<br>Kamehameha |subtitle=H+S when two team<br>members are down<br />
|damage=250*20<br>Min: 47*20 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* Fires a Kamehameha straight.<br />
* Tracks vertically.<br />
* Deals a hard knockdown regardless of height.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SuperSpiritBomb.png |caption= I'm so '''SORRY''' good sir but would you like a '''''small PORTION''''' of ''GENKI''?<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=100*N, 4200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Minimum damage in a combo is ~2050, give or take about 50 damage depending on the starter.<br />
* Very slow, and starts very high in the air.<br />
* If you do Super Spirit Bomb in the corner, Goku will teleport out and fire it into the corner.<br />
* Some characters can DHC into this, sometimes depending on screen position, so experiment with your team and find out what works! For example, SS Goku can combo into this with Warp Kamehameha, but only in the corner, while Beerus can combo into it anywhere and Vegeta can't combo into it at all.<br />
* Goku ''can'' combo into this by himself or with the help of assists, but it's often impractical to pull off in a real match. Thus to utilize its high damage, you'll need to build your team around DHC-ing into this Super.<br />
* While this is invincible on startup and not punishable on block, Goku is vulnerable while the Spirit Bomb is falling. This means the opponent can run under the Spirit Bomb to the other side of Goku and superdash up to him for a full combo.<br />
<br clear=all/><br />
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br><br />
* Like [[DBFZ/Broly#Gigantic_Meteor|Broly's Gigantic Meteor]], this Super also has "tiers," but a lot simpler. It doesn't have "auto-correct" shenanigans to keep the damage around a certain value, and the ball also tends to "stick around" making the first 2 tiers obsolete.<br />
* The descending part uses the current combo's scaling. The explosion has its unique minimum damages.<br />
* Unlike Broly which almost always has his combo scaled to 10%, Goku can have 15% scaled combos or inherit them from DHC, thus Spirit Bomb can deal up to 2100 scaled. But to keep it simple we'll only look at 10% scaled.<br />
* Also unlike Broly, Spirit Bomb's first hit will prorate the rest of the Super. So the following formulas are more accurately represented as something like<br />
100 + (100*14 + 4200)*0.9<br />
* [https://i.ibb.co/QPHkKMS/photo.png Look at this graph.]<br />
* Here are the tiers:<br />
'''1 to 16 hits'''<br />
* Raw damage is 100*0~15 + 4200. Ranging from 3880 to 5140.<br />
<br />
'''17 to 31 hits'''<br />
* Raw damage is 100*15 + 50*1~15 + 4200. Ranging from 5185 to 5815.<br />
* There's no way to test these tiers in a combo atm.<br />
<br />
'''32 to 60 hits'''<br />
* Raw damage is 100*15 + 50*15 + 25*1~29 + 3600. Ranging from 5297 to 5913.<br />
* Fully scaled (10%) is 10*15 + 5*15 + 2*1~29 + 1692. Ranging from 1919 to 1975.<br />
<br />
'''61 hits and up'''<br />
* Raw damage is 100*15 + 50*15 + 25*29 + 10*1~∞ + 3600. Increasing from 5922.<br />
* Fully scaled (10%) is 10*15 + 5*15 + 2*29 + 1*1~∞ + 1692. Increasing from 1976.<br />
* Note that a Super Spirit Bomb falling from the top of the playing field can only do ''83 hits'' (6120 raw and 1995 scaled).</div><br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Goku}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Cooler&diff=106837DBFZ/Cooler2019-01-26T19:54:12Z<p>42.113.252.224: /* Death Breaker Follow-up */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Cooler<br />
|-<br />
||<br />
[[File:DBFZ_Cooler_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Cooler}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Cooler is Frieza's older brother and the eldest son of King Cold. After hearing of the demise of his brother, Cooler went to Earth to kill the Saiyan responsible for it, not out of family love, but honor, as he always considered himself superior to his little brother, and to show it, he developed his own transformation to surpass Frieza. Even with his new transformation, he would still be vanquished by the selfsame Saiyan that defeated his younger brother.<br />
<br />
Cooler forces his way into ''Dragon Ball FighterZ'' as a DLC character, sporting a barbaric style in contrast to that of his brother: whereas Frieza likes to control the battlefield on his own terms, Cooler likes to dominate it with oppressive power.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Some attacks and super moves can overpower projectiles, or have incredibly high hitstun.<br />
* Long ranged attacks, some can even reach the entire stage<br />
* Lots of strong corner carry options, especially 5H, which help sets up for better positioning that will almost always lead to the corner.<br />
* Excellent defensive options with an invincible reversal that can be done in the air and a counter-based level 3 that will beat safejump setups if timed right.<br />
* Any stray hit can easily be comboed into a knockdown or ended in a super.<br />
* He's the better brother, no questions<br />
* One of the best intros in the game, never skip it.<br />
| style="width: 50%;"|<br />
* Slow normals and specials.<br />
* Few true blockstrings.<br />
* Needs a lot of meter to perform his strongest combos on top of slow meter gain.<br />
* Most of his specials and supers swap the opponent, which can take an opponent out of a corner.<br />
* His DHC can be difficult to combo into because it requires the enemy to be grounded. It also makes other supers whiff due to it being a cinematic, which can be a hindrance at times.<br />
* The way his assist launches can make it difficult for some characters to follow up optimally, as it sends them very high.<br />
* He's a prick.<br />
|-<br />
|}<br />
<br />
{{CharLinks-DBFZ|Cooler}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5L.png |caption= Big boi with small boi jab.<br />
|image2=DBFZ_ Cooler__5LL.png |caption2=<br />
|image3=DBFZ_ Cooler__5LLL.png |caption3= Have this back, it's come down with a terrible case... of explosions...<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* 6f of startup unlike other big characters.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 13|active= 3|recovery= 21|frameAdv= 18<br />
|description=<br />
* Can be reflected if used in a blockstring.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=500, 500|guard=All<br />
|startup= 12|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Can achieve sliding knockdown with j.H. Often useful for vanish extension. Switches sides on explosion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=All<br />
|startup= 12|active= 2|recovery= 21|frameAdv= -7<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5H.png |caption=Take a ride on the pain train<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=400, 100, 400|guard=All<br />
|startup= 17|active= 6|recovery= 22|frameAdv= -7<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=850|guard=All<br />
|startup= 17|active= 6|recovery= 22|frameAdv= -7<br />
|description=<br />
* Carries the opponent to the current wall on hit, making it a powerful corner carry tool.<br />
* Usable after a low j.2H in the corner for optimal combo setups.<br />
* Only causes one hit and no capture state if smash has been used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5S.png |caption= '''"THIS SAIYAN EATING SENZU BEANS"'''<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 13|active= |recovery= 30|frameAdv= -5f *<br />
|description=<br />
* Single-hit projectile that travels about half-screen.<br />
* Very slow and easy to reflect/super dash on reaction, so don't throw this out too often.<br />
* Can be used after 6H for a little extra damage and followed up with either a 2H or a 5H. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2L.png |caption=I missed the lesson on low lights<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=All<br />
|startup= 7|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=Low<br />
|startup= 12|active= 3|recovery= 23|frameAdv= -9<br />
|description=<br />
* Cooler's most ignorant normal.<br />
* Can link into 5H or 6H at the start of the round for a decent corner carry setup.<br />
* Has a hefty hurtbox befitting of its range, so make sure it doesn't whiff.<br />
* Can connect 5S and 214S at max range after hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 14|active= 3|recovery= 28|frameAdv= -11<br />
|description=<br />
* Invulnerable to air attacks, like all 2Hs. Decent upwards range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=High<br />
|startup= 24|active= 6|recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6H.png |caption= Call the Goon Squad cuz I'm stompin' this yard<br />
|name=6H<br />
|input=Crushing Stomp<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=Low<br />
|startup= 15|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
* You can perform 5H after 6H but not vice-versa, so be careful how you structure your pressure.<br />
* Confirms from 2M on hit but not 5M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__3H.png |caption= AVON CALLING<br />
|name=3H<br />
|input=Genocidal Uppercut<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 29|active= 3|recovery= 32|frameAdv= -10<br />
|description=<br />
* Goes through beam and ki attacks, including beam and ki assists. Projectile guard point starts at either 6f or 7f.<br />
* Able to combo into Super Dash at the corner. Must use Vanish for follow ups mid-screen.<br />
* Has Anti-Air properties.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=High<br />
|startup= 7|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=High<br />
|startup= 12|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Long range, great air to air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 14|active= 3|recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jS.png |caption= Hey, can you put that on a coaster?<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 15|active= |recovery= |frameAdv=<br />
|description=<br />
* Will see much more use than its grounded counterpart due to being the only way to confirm air strings into j.214X and j.236L/H.<br />
* Does not have enough hitstun on its own to combo into j.236M.<br />
* Can be linked after j.2H in the corner to squeeze a little extra damage out of combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__j2H.png |caption= This kick looks really uncomfortable...<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 15|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Launches the opponent sideways, much like Cell's j.2H.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Chaser</font> ======<br />
{{MoveData<br />
|image= DBFZ_Cooler_DeathChaser.png<br />
|caption= You've heard of Red Hot Kick, now get ready for Cooler Purple Kick<br />
|input= 236L/M/H (Air OK)<br />
|name=Death Chaser<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=400, 1200|guard=High<br />
|startup= 24|active= 5|recovery= 21|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage=400, 1000|guard=High<br />
|startup= 20|active= until lands|recovery= 28|frameAdv=<br />
|description=<br />
* Does not knock down, but gives good corner carry.<br />
* You can perform actions after Cooler kicks off of the opponent but before he hits the ground, allowing for easy safejump setups in the corner.<br />
* You can airdash after this move if you've saved your aerial action, which allows you to tech chase or go for mixups.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=400, 900, 500|guard=High<br />
|startup= 27|active= 8|recovery= 26|frameAdv= -7<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage=400, 750, 500|guard=High<br />
|startup= 24|active= until lands|recovery= 23|frameAdv=<br />
|description=<br />
* Gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=400, 900, 700|guard=High<br />
|startup= 24|active= 5|recovery= 37|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage=400, 750, 700|guard=High<br />
|startup= 20|active= until lands|recovery= 22|frameAdv=<br />
|description=<br />
* Gives even better sliding knockdown than the M version, combined with the L version's speed, making it an ideal combo ender for both pressure and damage<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption="When your planet is in ashes, then you have my permission to die."<br />
|input=214L/M/H (Air OK)<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= 40|frameAdv= -36<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= |frameAdv=<br />
|description=<br />
* Has Anti-Air property.<br />
* Is a better starter than the other versions.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage= 950|guard=All<br />
|startup= 18|active= 10|recovery= 55|frameAdv= -45<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage= 950|guard=All<br />
|startup= 15|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000|guard=All<br />
|startup= 10|active= 10|recovery= 57|frameAdv= -44<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage=1000|guard=All<br />
|startup= 10|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker Follow-Up</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreakerFollow-up.png<br />
|caption="So how does it ''FEEL''?"<br />
|input=Death Breaker > L/M/H on hit<br />
|name=Death Breaker Follow-Up<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ender of choice due to not switching sides.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=600, 900|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HH<br />
|damage=600, 900, 900|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
* Leaves Cooler next to the opponent.<br />
* If used after H Death Breaker, gains an extra hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Flash</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathFlash.png<br />
|caption= 'yyYYYEAAAAHHHH!!!'<br />
|input=236S (Air OK)<br />
|name=Death Flash<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=270*5 |guard=All<br />
|startup= 26|active= 25|recovery= 29|frameAdv= -7<br />
|description=<br />
* Multi-hitting beam with very slow startup.<br />
* Don't use this in blockstrings unless you wanna get stuffed.<br />
* Confirms into Death Crasher from full screen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Shaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathShaker.png<br />
|caption= Fullscreen low considered ''ground breaking'' discovery<br />
|input=214S<br />
|name=Death Shaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 1000|guard=Low<br />
|startup= 22|active= 5|recovery= 32|frameAdv= -10<br />
|description=<br />
* Fullscreen low, can confirm into his level 1 or a vanish.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption= Faux Psyblade<br />
|input=A1/A2<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup=27 |active= 10|recovery= 61|frameAdv= 26<br />
|description=<br />
* Larger hitbox than the other DP assists, which can make it a slightly more useful tool for getting out of pressure.<br />
* Invincible from frame 10 onwards.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Crasher</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathCrasher1.png |caption= '''''"RRRRAAAAAAAAAHHH!"'''''<br />
|image2=DBFZ_Cooler_DeathCrasher2.png |caption2=''"Imma plant '''ME''' a dumbass tree!"''<br />
|input=236L+M or 236H+S<br />
|name=Death Crasher<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=2520<br>Min: 908 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=1500<br>Min: 750 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides, you'll lose corner pressure if used in the corner.<br />
* Not invincible until after startup.<br />
* Cinematic super, so other projectiles will whiff when Cooler's is used.<br />
* DHC-ing immediately won't trigger the side switch while not sacrificing too much damage.<br />
Not a bad level 1, as it can easily connect from most of Cooler's tools, most notably from a full screen 214S. The side switch is a bit of a hindrance. However, with the right team compositions, you can use this to get right back into the corner (most notably, Super Saiyan Goku's level 3 will give Goku hard knockdown in the corner, due to how his level 3 works).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Drop</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathDrop.png<br />
|caption= THIS ISN'T FRIEZA'S LEVEL 3 I SWEAR<br />
|input=j.236L+M or j.236H+S<br />
|name=Death Drop<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800, 1200<br>Min: 320, 480 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Easily confirms off of the M and H versions of Death Chaser and any version of Death Breaker.<br />
* The only one of Cooler's supers that doesn't switch sides, making it the best option for keeping the opponent cornered after a combo.<br />
* Input 2369L+M/H+S to use this super after a grounded combo if you want to avoid Death Crasher's side switch.<br />
* Vulnerable to Anti-Airs similar to Vegito's Omega Finishing Blow.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Atomic Supernova</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_AtomicSupernova1.png |caption=Thought you could just press buttons, did you?<br />
|image2=DBFZ_Cooler_AtomicSupernova2.png |caption2= Like Frieza's, but bigger.<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Atomic Supernova<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Catch<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Attack<br />
|damage=4020<br>Min: 1500 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* On the ground, Cooler uses up 3 Ki gauges and enters a stance, he will only attack if he's hit during this stance.<br />
* Has guard point against everything but grabs. However its downfall comes from the fact that:<br />
**A. It will only stun the opponent on guarding physical attacks.<br />
**B. The actual attack is a throw that will whiff on just simply crouching, low profile attacks, or even characters ''falling down''.<br />
* All of these combined meaning a lot projectiles attacks will get away scot-free, e.g. shooting Ki blasts and spamming 2H, Vanish on reaction to the grab.<br />
* However, it can do a few things other Level 3 cannot, notably countering safejumps.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=4770<br>Min: 1515 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Has frame 1 invulnerability like typical Level 3 but is vulnerable to Anti-Airs.<br />
* Whiff on crouching, etc.<br />
* This is also Cooler's DHC.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Cooler}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Cooler]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Android_17&diff=106836DBFZ/Android 172019-01-26T19:46:12Z<p>42.113.252.224: /* Specials */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Android 17<br />
|-<br />
||<br />
[[File:DBFZ_Android 17_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Android 17}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Wall Jump, Dash Type: Run<br />
;Play-style<br />
:Rushdown, Rekka<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Android 18's younger twin brother. Forcibly turned into a cyborg alongside his sister by Dr. Gero for the purpose of destroying Son Goku, he rebelled and killed Dr Gero with little effort. Despite being free from the doctor's demands, both 17 and 18, along with the reactivated Android 16, continued in their task in killing Son Goku just for the entertainment. 17 was then absorbed by Imperfect Cell, but was later revived by Shenron after Cell's defeat. With Goku gone and the world at peace for the time, Android 17 became a park ranger in order to preserve nature and wildlife. Many years later, 17 finds himself with the Z Fighters again after being recruited by Son Goku to join in the Tournament of Power as one of Universe 7's strongest warriors, with 17 ultimately winning the tournament as the last remaining fighter.<br />
<br />
The Park Ranger leaves his island to land in ''Dragon Ball FighterZ'' as a DLC character. Here, Android 17 operates as a speed-type character who can throw out many special moves with follow-up inputs, as well as punish moves with his barrier.<br />
<br />
===Drivers===<br />
*4 hits per driver combo, but the 3 followups can be done in any order. 2S can always be added as an ender.<br />
*If no direction input is used, the order will go Top Gear > Second Gear > Low Gear<br />
*However, each Gear followup could only be used once.<br />
*2S will always end the rekka sequence.<br />
*5S will naturally halt the sequence, but can continue if struck upon.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Rekkas/multi-inputs and 4 lows give him a plethora of mixup options and damage.<br />
* Above average solo damage in the right scenarios.<br />
* Multiple ToD routes with the right assists and amazing meter gain in sparking.<br />
| style="width: 50%;"|<br />
* Stubby normals, on top of needing assists to safely get in close or to make some of his blockstrings safe, forcing him into a point role.<br />
* Subpar assist.<br />
* More technical than other characters, which requires a higher level of execution and solid conditioning for his offensive tactics.<br />
* His only projectile that cannot be super dashed through requires a charge, leaving him with an undesirable ranged game.<br />
* Rekka sequences scale horribly, reducing their effectiveness as a mixup tool.<br />
|-<br />
|}<br />
<br />
{{CharLinks-DBFZ|Android 17}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5L.png |caption=<br />
|image2=DBFZ_ Android 17_5LL.png |caption2=<br />
|image3=DBFZ_ Android 17_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= 2|recovery= 13|frameAdv= -3<br />
|description=<br />
* Basic jab with very poor range<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 12|active= 5|recovery= 16|frameAdv= -2<br />
|description=<br />
* A17 dashes a good bit forward during this move<br />
* Strikes lower than the jab, usually whiffing on aerial opponents if you happen to catch them with one.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= 15|active= 4|recovery= 17|frameAdv= -5<br />
|description=<br />
* A17 Lunges forward and strikes with both his fists.<br />
* Is considered airborne during this move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 11|active= 4|recovery= 17|frameAdv= -5<br />
|description=<br />
* Lunges forward at medium range to reach opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 15|active= 4|recovery= 22|frameAdv= -10<br />
|description=<br />
* Good move for setting up rekka combos and pressure<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4*<br />
|description=<br />
* Can be repeated up to six times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup= 7|active= 3|recovery= 13|frameAdv= -4<br />
|description=<br />
* Hits low<br />
* Has short range and a second 2L can easily whiff even if the first one connects<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= 4|recovery= 18|frameAdv= -6<br />
|description=<br />
* Incredibly short range for a 2M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= 3|recovery= 29|frameAdv= -16<br />
|description=<br />
* A very risky move since it can only be cancelled to superdash, 214S or 236S on block. Your opponent will know to wait for his 2H if he blocks this.<br />
* Difficult to combo in to normally.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= 6|recovery= 10|frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_3H.png |caption= Gordeau Slide<br />
|name=3H<br />
|input=Sliding Sweep<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=750 |guard=Low<br />
|startup= 15|active= 6|recovery= 20|frameAdv= -10<br />
|description=<br />
* Can be followed up by 2H/5H.<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= 4|recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jS.png |caption=AKA, The Future Gohan Killer<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=250*2~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Can be repeated up to three times.<br />
* Highly valuable combo tool in corner sparking combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= 5|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Accel Driver</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android17_AccelDriver.png<br />
|caption=Palm them with style.<br />
|input=236L/M/H<br />
|name=Accel Driver<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 18|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* 17 rushes in to his opponent to perform an open palm strike against his opponent's chest.<br />
* All versions have Anti-Air property.<br />
* M and H versions can hold down the button and act as a fake out, similar to Trunks' Change the Future.<br />
* "Gear" follow-ups can be used even on whiff.<br />
* Any of the "Gear" follow-ups performed during Accel Driver can cancel into Finishing Driver.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=950 |guard=All<br />
|startup= 25|active= 4|recovery= |frameAdv= -20<br />
|description=<br />
* Covers a lot more range.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=All<br />
|startup= 33|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* Crosses the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Finishing Driver</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android17_FinishingDriver.png<br />
|caption=Move back a bit, then strike.<br />
|input=214L/M/H<br />
|name=Finishing Driver<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 31|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=950 |guard=All<br />
|startup= 37|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=All<br />
|startup= 40|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* 17 sways back for a second, and then rushes to the opponent to perform an open palm strike against his opponent's chest.<br />
* Can be cancelled into rekka followups before 17 starts rushing.<br />
* All properties after the backstep are the same as Accel Driver.<br />
* Any of the "Gear" follow-ups performed during Finishing Driver can cancel into Accel Driver.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Driver Follow-Ups</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android17_TopGear.png |caption=Combo and frame trap<br />
|image2=DBFZ_Android17_SecondGear.png |caption2=Overhead<br />
|image3=DBFZ_Android17_LowGear.png |caption3=Low<br />
|image4=DBFZ_Android17_FakeOut.png |caption4=Fake overhead aka 17 doing his best A.Gohan impression<br />
|image5=DBFZ_Android17_ReverseGear.png |caption5=Counter. H version can cancel into attack very quickly.<br />
|input=Any Button after a "Driver" attack<br />
|name=Driver Follow-Ups<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Top Gear<br />
|subtitle=5L/M<br />
|damage=700<br>750 |guard=All<br />
|startup= 8<br>10|active= 6<br>6|recovery= |frameAdv= -5<br>-5<br />
|description=<br />
* All M followups deal more damage and have more range than L version, however the extended range varies between moves.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Second Gear<br />
|subtitle=6L/M<br />
|damage=700<br>750 |guard=High<br />
|startup= 25<br>26|active= 4<br>3|recovery= |frameAdv= -9<br>-8<br />
|description=<br />
* Has Head property, so it loses against attacks with Anti-Air properties.<br />
* Can be used in tandem with 5S to create an option select that beats 2H.<br />
* Has an abhorring 60% initial proration, whereas other rekka moves have 70% when used as a combo starter.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Low Gear<br />
|subtitle=2L/M<br />
|damage=700<br>750 |guard=Low<br />
|startup= 10<br>12|active= 4<br>4|recovery= |frameAdv= -9<br>-10<br />
|description=<br />
* Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Fake Out<br />
|subtitle=4L/M<br />
|damage= |guard=<br />
|startup= 23<br>25*|active= |recovery= |frameAdv=<br />
|description=<br />
* Has a bit of landing recovery.<br />
* Cancellable to another rekka followup after 23/25 frames, making it a bit faster than the overhead.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Reverse Gear<br />
|subtitle=5H/S<br />
|damage=1000 |guard=All<br />
|startup= 8<br>19|active= 24<br>33|recovery= 13<br>13|frameAdv= -6<br>-6<br />
|description=<br />
* The followup Ki blast isn't automatic and you have to press a button to trigger it.<br />
* H version can freely be cancelled in to its Ki blast before it enters recovery.<br />
* S version can only cancel to the Ki blast after absorbing a hit.<br />
* Ki-blast flows freely into rekka, causes a wallbounce and is fully invulnerable during its animation.<br />
* Absorbing hits with the barrier grants 0.25 bar for every hit absorbed. Furthermore absorbing a hit negates the barrier's recovery and the barrier is extended as longs an attack occurs on the next frame.<br />
* Vulnerable against grabs and supers.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Acrobatic Assault<br />
|subtitle=4S or 6S<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Power Blitz Charge<br />
|subtitle=2S<br />
|damage=800 |guard=All<br />
|startup= 14|active= 6|recovery= 52|frameAdv= -18<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Power Blitz<br />
|subtitle=2S after Charge <br />
|damage=(300,150*4) *2 |guard=All<br />
|startup= 17, 34|active= |recovery= |frameAdv= +6<br />
|description=<br />
* These work the same as their traditional inputs.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Acrobatic Assault</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_AcrobaticAssault.png<br />
|caption= *SF2 Claw Yodels*<br />
|input=236S or 214S (Air OK)<br />
|name=Acrobatic Assault<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* When 17 jumps off the wall, he is considered airborne. <br />
* All aerial inputs (other than jump and air dash) are possible.<br />
* Airborne at 12f when performed on the ground.<br />
* Earliest cancel from wall hop at 7f.<br />
* Landing recovery is 9f. Can't even make a true blockstring from this with j.H and 5L.<br />
* Seriously fck this move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Power Blitz Charge</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_PowerBlitzCharge.png<br />
|caption= 17 pretending to do Final Flash<br />
|input=22S<br />
|name=Power Blitz Charge<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= 14|active= 6|recovery= 52|frameAdv= -18<br />
|description=<br />
* Both of 17's hands have hitboxes during the initial portion of the charging animation.<br />
* 17 must complete the full animation to store the Power Blitz Charge.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Power Blitz</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_PowerBlitz.png<br />
|caption=<br />
|input=22S after Charge (Air OK)<br />
|name=Power Blitz<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=(300,150*4) *2 |guard=All<br />
|startup= 17, 34|active= |recovery= |frameAdv= +6<br />
|description=<br />
* Guaranteed sliding knockdown.<br />
* First ball arcs up while the second goes diagonally down.<br />
* 17 must release both projectiles to lose the Power Blitz Charge. Should the opponent interrupt him at an earlier point, he keeps the charge.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Android17_ReverseGear.png |caption=<br />
|input=A1/A2<br />
|name=Reverse Gear<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= 22; 53-65|active= 15; 4|recovery= |frameAdv= +35<br />
|description=<br />
* Attack comes out very slow and does not wallbounce.<br />
* Only protects point character for one hit.<br />
* As with the regular move, barrier is extended to cover the Ki blast if a hit is absorbed during its actives.<br />
* Has very plentiful hitstop and hitstun, 20f and 46f respectively, allowing for some characters to even perform double supers.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Endgame</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_Endgame1.png|caption=''"Sorry, Doc."''<br />
|image2=DBFZ_ Android 17_Endgame2.png|caption2= ''"Just following orders."''<br />
|input=236L+M or 236H+S<br />
|name=Endgame<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=2417<br>Min: 891 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=1417<br>Min: 708 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Teleports behind <s>you</s> the opponent.<br />
* Unlike Cooler, DHC early won't keep you same side while still get reduced damage. <br />
* KOing with this causes a kneeling animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Barrier Explosion</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_BarrierExplosion1.png|caption=''"I'll put a little effort into this!"''<br />
|image2=DBFZ_ Android 17_BarrierExplosion2.png|caption2=''"Get out of here!"''<br />
|input= j.236L+M or j.236H+S<br />
|name=Barrier Explosion<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=2322<br>Min: 817 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=1417<br>Min: 708 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* 17 becomes invulnerable to all attacks except Supers. ''Can'' be Anti-Air'd however.<br />
* Opponent cannot tech in the air, so certain assists (Teen / Adult Gohan, Cooler, etc) can be used to combo after (timing for this is tight, need to be high in the air to work).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Electric Strike</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_SuperElectricStrike.png|caption=''"I'm gonna beat you like a rug... '''HAAA!!!'''"''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Electric Strike<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=320*15<br>Min: 96*15 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ground version makes 17 jump back a little bit.<br />
17 releases a lot of energy from his body into his arms, which allows him to create a giant disk of energy that can take up most of the screen in all directions. As a projectile Level 3 attacks, the damage is mediocre, but it doesn't scale as much. However, the blue health created by the attack could be easily healed during sparking.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Android 17}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Android 17]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku&diff=106835DBFZ/Goku2019-01-26T19:40:16Z<p>42.113.252.224: /* 2SSS */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku<br />
|-<br />
||<br />
[[File:DBFZ_Goku_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Goku}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Snowball<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Son Goku (named directly after the Japanese naming of ''Journey to the West'' protagonist Sun Wukong) is a martial artist of incredible skill and renown, whose skills only grew stronger after dying at the hands of the villainous Saiyan Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb.<br />
<br />
The Saiyan - Early Namek Arc version of Goku flies into ''Dragon Ball FighterZ'' as a DLC character. Much like his Super Saiyan counterpart, he is a natural all-rounder with a variety of moves. While he doesn't have his Super Saiyan version's zoning or his SSGSS version's close-range game, he has his own quirks that set him apart from them and make him stand out.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Reliable buttons and specials with solid range and good utility all around.<br />
* Strongest level 3 in the game; does huge damage and has many ways he can combo into it from some other characters' supers, which gives Goku very easy ways to get incredible damage.<br />
* Kaio-ken is a very strong level 1 super, with a lot of damage and possibly even some mixup potential, as well as many ways to use it. This is amplified further by its enhanced versions, x3 Kaio-ken and x20 Kaio-ken.<br />
* Assist is useful for combo extensions as it causes wallbounce on hit, and also sends the opponent incredibly far, which can lead to good pressure.<br />
* 1 bar invincible reversal with Kaio-ken finisher<br />
| style="width: 50%;"|<br />
* Only one low (2M), which hurts his mixup game a lot.<br />
* Requires assists to make any of his strings safe.<br />
* Has difficulties for scoring a sliding knockdown.<br />
* While not a slow charge, Spirit Bomb's charge requirement can make it so you might not get the move often, and if you do you may only get level 1 or level 2.<br />
|}<br />
{{CharLinks-DBFZ|Goku}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5L.png |caption=''"Woah woah..."''<br />
|image2=DBFZ_Goku__5LL.png |caption2= ''"Stop..."''<br />
|image3=DBFZ_Goku__5LLL.png |caption3= '''''"Goku Time!"'''''<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Standard jab.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Knocks opponent lightly off their feet.<br />
* Good hit and block stun.<br />
* Can convert into 2M or 1S.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Causes wallbounce.<br />
* Hits both in front and behind Goku.<br />
* Leads into auto combo.<br />
* Can be used for corner loops in certain scenarios.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5M.png |caption= "''Kidney Punch!''"<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Short reach, but very quick.<br />
* Can connect with 5LL into jump cancel.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Short reaching 5H with a slightly quicker startup than most.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Can be repeated up to 6 times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv=-4<br />
|description=<br />
* Not a low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= |recovery= |frameAdv=-11<br />
|description=<br />
* Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLM2H instead to start a combo.<br />
* IAD j.S 2M has deceptively long range and can hit from almost fullscreen.<br />
* Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2H.png |caption= Not a DP<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-17<br />
|description=<br />
* Universal anti-air.<br />
* Poor horizontal reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2S.png |caption=''"Go, my children."''<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 17|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Can be aimed with 1/2/3S.<br />
* Does not track.<br />
After this is used twice, regardless of which versions are used, it will transition into 2SSS.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2SSS</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2SSS.png |caption= FOOTDIVE!<br />
|name=2SSS<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=-5<br />
|description=<br />
* Overhead after 2SS.<br />
* Ground bounces airborne opponent and can be combo'd after in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Short ranged normal. Mostly used during aerial blockstrings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= |recovery= |frameAdv=<br />
|description=<br />
* Good air to air normal. Can cross the opponent up, if delayed enough.<br />
Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H.<br />
<br />
Note: you can shorten the delay by inputting the directional input of your opponent (4 or 6). This is a universal mechanic.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Great jump-in normal and combo starter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Goku__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku fires a downward ki blast.<br />
* Halts Goku's momentum when used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku does an upward kick. Not an overhead in the air.<br />
* Deceptive horizontal reach. Good for quick mid air conversions after a mid air clash, i.e. super dash clash or blocking opponents super dash while in the air.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Heavy Elbow</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_HeavyElbow.png<br />
|caption= You're wide op- wait a sec, this isn't Ginyu! ''Or is it?''<br />
|input=236L/M/H (Air OK)<br />
|name=Heavy Elbow<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Can be used to end blockstrings safety.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=All<br />
|startup= 26 [28]|active= |recovery= |frameAdv= -5<br />
|description=<br />
* [] is for the aerial version.<br />
* Causes wallbounce.<br />
* Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=All<br />
|startup= 19|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Causes wallbounce.<br />
* Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Back Throw</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_BackThrow.png |caption= Silly Goku, thinking he can dunk like 16!<br />
|image2= DBFZ_Goku_BackThrow2.png |caption2="Weeeee!"<br />
|input=214L/M/H<br />
|name=Back Throw<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=700 |guard=Throw<br />
|startup= 23|active= |recovery= |frameAdv=<br />
|description=<br />
* Grabs and throw behind him.<br />
* Can be followed up with vanish.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
* Can be comboed into.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=700 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward before grabbing.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
The big range on this command grab allow it to be somewhat tricky if your opponent isn't expecting it, or if you can cover up the startup with an assist or something similar. It's hard to get big damage off of it regularly, but in Sparking Goku can get a lot more off of it, which helps a lot. Because of its slow startup, you can also just cancel it from a normal and have it grab the opponent because the blockstun ends by the time the actual throw comes out.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=700, 1000 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward like the M version.<br />
* Does the 2SSS animation on Smash hit and causes a ground bounce which can be followed up.<br />
* Only does 2SSS if no Smash has been used prior.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kamehameha.png<br />
|caption= ''Hawaiian King attack''.<br />
|input=236S (Air OK)<br />
|name=Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=1000 |guard=All<br />
|startup= 21|active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be aimed up or down like SS Goku.<br />
* Only hits once, but will still clash with other beams.<br />
* Wallbounces.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Everyone, lend me your energy!</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Everyone.png<br />
|caption= ''"De-de-de, de-de-de, de-de-do, I'ma charging my attack!"''<br />
|input=214S<br />
|name=Everyone, lend me your energy!<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup=22 |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be held for up to three levels.<br />
* Can call assists during charge.<br />
* Will build a small amount of meter for each level charged up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SpiritBomb.png<br />
|caption=''"Better use that thing that always works!"''<br />
|input=214S after gathering energy<br />
|name=Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Level 1<br />
|damage=0, 50*18, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 2<br />
|damage=0, 60*24, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 3<br />
|damage=0, 70*30, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* All version has minimum damage of 20%.<br />
* Homes in on the opponent. Cannot be superdashed through.<br />
* Any version can be followed up with an air combo by superdashing.<br />
* Level 1 and Level 2 can be connected into a combo by using 2SSS after explosion (possibly 1SS or 3SS depending on distance from opponent).<br />
* Level 3 carries high enough to combo into Super Spirit Bomb.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Goku_5LLL.png |caption= ''"I'll save ya again, best buddy!"''<br />
|input=A1/A2<br />
|name=5LLL<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes wallbounce and hits both in front and behind Goku.<br />
* Huge blockstun.<br />
Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Kaioken</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kaioken.png |caption= "''Now I want '''TOTAL POWER!!'''''"<br />
|image2=DBFZ_Goku_KaiokenFinisherLM.png |caption2= "''Kaio wha- '''AAAGH!!!'''''"<br />
|image3=DBFZ_Goku_KaiokenFinisherHS.png |caption3= '''''"KAIOKEN... TIMES FOUR!"'''''<br />
|input=236L+M or 236H+S<br />
|name=Kaioken<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Activation<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Kaioken will have 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.<br />
* On block or hit, any Kaioken followup can cancel into any other, except itself.<br />
* All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to hit from a solo combo.<br />
* The Kaioken enders can be used at any time, even as the first hit, but cannot be followed up.<br />
* Enders can be used even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit even with a full team).<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Staled<br />
|damage=600 |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Using a followup more than once in the string will cause it to be "staled," receiving reduced damage.<br />
* Beside staling, all Kaioken followups have 15% minimum damage, excluding enders.<br />
All staled moves deal the same amount of damage, so if you're not planning to mix Kaioken up, there's no reason why you shouldn't just mash L.<br />
<br />
In fact, alternating 5S, 5L into Finisher and x20 Kamehameha will do less than start with 5S then mash L (1720 compared with 1735).<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5L<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* First hit if nothing is input.<br />
* Mashing L will alternate between 5L and 2L.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2L<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Won't overshoot the opponent.<br />
* Vulnerable to Anti-Airs.<br />
* Due to sharing the same rolling animation as 5M, can be used as some sort of mixup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5M<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides if the opponent is less than a fullscreen away.<br />
* Invulnerable during startup.<br />
* Mashing M will alternate between 5M and 2M.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2M<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides on block if the opponent is less than a fullscreen away.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5H<br />
|damage=900 |guard=Ground Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides and wall bounces on hit.<br />
* Very long startup but deals the most damage, albeit not by much.<br />
* Can only be used once per string.<br />
Can be comboed into in the corner with L/M > 5S > 5H. Some characters can also DHC immediately into Kaioken 5H.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Stands still and shoots a Ki blast forward.<br />
* Common starter from sliding knockdowns due to the short startup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to 5S, but aims diagonally.<br />
* Can only combo into enders.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Kaioken Finisher |subtitle=L+M<br />
|damage=700, 700<br>Min: 105, 350 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Standard Kaioken ender.<br />
* Teleports to the opponent and is fully invincible on startup.<br />
* The second part only come out on hit.<br />
* Can cancel into Kaioken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down.<br />
* KOing with this triggers a special animation.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x3 Kaioken<br>Kamehameha |subtitle=H+S when one team<br>member is down<br />
|damage=250*15 [250*14]<br>Min: 52*15 [52*14] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* [] is when cancelling from Kaioken Finisher.<br />
* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed upwards.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x20 Kaioken<br>Kamehameha |subtitle=H+S when two team<br>members are down<br />
|damage=250*20<br>Min: 47*20 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* Fires a Kamehameha straight.<br />
* Tracks vertically.<br />
* Deals a hard knockdown regardless of height.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SuperSpiritBomb.png |caption= I'm so '''SORRY''' good sir but would you like a '''''small PORTION''''' of ''GENKI''?<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=100*N, 4200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Minimum damage in a combo is ~2050, give or take about 50 damage depending on the starter.<br />
* Very slow, and starts very high in the air.<br />
* If you do Super Spirit Bomb in the corner, Goku will teleport out and fire it into the corner.<br />
* Some characters can DHC into this, sometimes depending on screen position, so experiment with your team and find out what works! For example, SS Goku can combo into this with Warp Kamehameha, but only in the corner, while Beerus can combo into it anywhere and Vegeta can't combo into it at all.<br />
* Goku ''can'' combo into this by himself or with the help of assists, but it's often impractical to pull off in a real match. Thus to utilize its high damage, you'll need to build your team around DHC-ing into this Super.<br />
* While this is invincible on startup and not punishable on block, Goku is vulnerable while the Spirit Bomb is falling. This means the opponent can run under the Spirit Bomb to the other side of Goku and superdash up to him for a full combo.<br />
<br clear=all/><br />
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br><br />
* Like [[DBFZ/Broly#Gigantic_Meteor|Broly's Gigantic Meteor]], this Super also has "tiers," but a lot simpler. It doesn't have "auto-correct" shenanigans to keep the damage around a certain value, and the ball also tends to "stick around" making the first 2 tiers obsolete.<br />
* The descending part uses the current combo's scaling. The explosion has its unique minimum damages.<br />
* Unlike Broly which almost always has his combo scaled to 10%, Goku can have 15% scaled combos or inherit them from DHC, thus Spirit Bomb can deal up to 2100 scaled. But to keep it simple we'll only look at 10% scaled.<br />
* Also unlike Broly, Spirit Bomb's first hit will prorate the rest of the Super. So the following formulas are more accurately represented as something like<br />
100 + (100*14 + 4200)*0.9<br />
* [https://i.ibb.co/QPHkKMS/photo.png Look at this graph.]<br />
* Here are the tiers:<br />
'''1 to 16 hits'''<br />
* Raw damage is 100*0~15 + 4200. Ranging from 3880 to 5140.<br />
<br />
'''17 to 31 hits'''<br />
* Raw damage is 100*15 + 50*1~15 + 4200. Ranging from 5185 to 5815.<br />
* There's no way to test these tiers in a combo atm.<br />
<br />
'''32 to 60 hits'''<br />
* Raw damage is 100*15 + 50*15 + 25*1~29 + 3600. Ranging from 5297 to 5913.<br />
* Fully scaled (10%) is 10*15 + 5*15 + 2*1~29 + 1692. Ranging from 1919 to 1975.<br />
<br />
'''61 hits and up'''<br />
* Raw damage is 100*15 + 50*15 + 25*29 + 10*1~∞ + 3600. Increasing from 5922.<br />
* Fully scaled (10%) is 10*15 + 5*15 + 2*29 + 1*1~∞ + 1692. Increasing from 1976.<br />
* Note that a Super Spirit Bomb falling from the top of the playing field can only do ''83 hits'' (6120 raw and 1995 scaled).</div><br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Goku}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Kid_Buu&diff=106834DBFZ/Kid Buu2019-01-26T19:35:45Z<p>42.113.252.224: /* Human Extinction Attack */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
! Kid Buu<br />
|-<br />
||<br />
[[File:DBFZ_KidBuu_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|KidBuu}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Small, diminutive, and insane beyond all reason, "Kid" Buu represents Majin Buu's "pure" form before absorbing powerful fighters. Without any sense of morality (or any sense at all), this form represents Buu not necessarily at his strongest, but at his most dangerous, driven by nothing other than the desire to destroy. Thankfully, the universe would be spared his wrath by Goku, who destroyed him with a Spirit Bomb.<br />
<br />
In ''Dragon Ball FighterZ'', Kid Buu is an unpredictable combatant who can put his opponents off-balance with his long limbs and powerful special moves.<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
* Exceptional medium buttons that reach fullscreen.<br />
* Very good mixup game, allowing crossups in the corner, a command jump, a long blockstun special that he can move during, and the ability to do a triple overhead on a standing opponent outside of sparking.<br />
* Both level 1 supers allow teammates to get double supers off of a DHC.<br />
* The best lockdown assist in the game.<br />
* Small hitbox.<br />
| style="width: 50%;"|<br />
* Poor 2H.<br />
* Below average damage.<br />
* Level 3 super does not allow very good mixups off of the HKD.<br />
|-<br />
|}<br />
{{CharLinks-DBFZ|KidBuu}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_5L.png |caption=<br />
|image2=DBFZ_KidBuu_5LL.png |caption2=<br />
|image3=DBFZ_KidBuu_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -3<br />
|description=<br />
* Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 10|active= |recovery= |frameAdv= -3<br />
|description=<br />
*Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv= -5<br />
|description=<br />
* After a vanish, this L autocombo can be used to continue your combo similarly to Goku Black's L autocombo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_5M-1.png |caption= Me stepping in to your DMs<br />
|image2=DBFZ_KidBuu_5M-2.png |caption2= Wow! Kid Buu actually using his head for once!<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500, 700 |guard=All<br />
|startup= 10|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Pulls him forward about halfscreen.<br />
* Second hit ground bounces on airborne opponents.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv= -9<br />
|description=<br />
* Mostly useful for the optimal corner combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -3<br />
|description=<br />
* Fires a single Ki Blast across the screen. Pressing S again will make him throw his 2S afterwards.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup= 7|active= |recovery= |frameAdv= -2<br />
|description=<br />
* Doesn't directly combos into 2M. The viable combo route is 2L > 5LL > 2M or 2L > 1M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_2M.png |caption=U N G A<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=Low<br />
|startup= 15|active= |recovery= |frameAdv= -10<br />
|description=<br />
* 2M and 3M have initial proration. 1M doesn't.<br />
* Each version has some tracking, but will only hit in a certain range.<br />
* 1M is the fastest one, hits from directly in front of Buu to almost half screen.<br />
* 2M, 3M have relatively the same speed, 2M tracks from Buu to just over half screen while 3M tracks from half screen to about 3/4 of the screen.<br />
* All versions pull the opponent in on block or hit.<br />
* On hit, 2M and its variations can combo into themselves up to 3 times, with each version can only be used once.<br />
** The order of moves used is 3M > 2M > 1M, trying to input a move that has already been used and Kid Buu will perform the next available one in line.<br />
* Using 2 or more stomps makes the move special-cancellable only.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_2H.png |caption= Kid Buu at the Andrew W.K concert.<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -15<br />
|description=<br />
* Very bad horizontal hitbox, basically have to be touching the opponent if they are grounded.<br />
* Vertical hitbox is pretty good, hits above Buu rather than in front.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_2S.png |caption=<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Jumps up and throws a Ki blast in an upward arc.<br />
* At close range, will throw the Ki blast downward.<br />
* 5SS will also execute this attack.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_6M.png |caption= The people's gummy elbow.<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_jM.png |caption= Ya'll mind if I<br />
|image2=DBFZ_KidBuu_jM-2.png |caption2= SWOOSE on in?<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500, 700 |guard=All, High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Pulls him forward about halfscreen. An excellent air-to-air attack.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_jH.png |caption= The OTHER people's gummy elbow.<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_j2H.png |caption= Hello my baby, hello my honey<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Carries a lot of momentum.<br />
* If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Mystic Ball Attack</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_MysticBallAttack.png |caption= Original move, do not steal.<br />
|input=236L/M/H (Air OK)<br />
|name=Mystic Ball Attack<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=1100 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=<br />
|description=<br />
* Lands close to start point.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1100 |guard=All<br />
|startup= 17|active= |recovery= |frameAdv=<br />
|description=<br />
* Will end further horizontally from the light version. Ending combos with this move in the corner sets up an immediate high-low mix up.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1100, 400 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv=<br />
|description=<br />
* Will initiate a small bounce that can extend combos.<br />
* Hits twice during the fall, but only once when he bounces up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Mystic Arm Swing</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_MysticArmSwing.png |caption= "YOU THOUGHT PICCOLO WAS THE ONLY STRETCHY SLAM MASTER??? FOOL"<br />
|input=214L/M/H <br />
|name=Mystic Arm Swing<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=1400 |guard=Air Throw<br />
|startup= 15|active= |recovery= |frameAdv=<br />
|description=<br />
* Immune to air attacks. Useful as an anti-air because you know 2H ain't doing squat.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1500 |guard=Air Throw<br />
|startup= 22|active= |recovery= |frameAdv=<br />
|description=<br />
* Immune to air attacks.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1500 |guard=Air Throw<br />
|startup= 14|active= |recovery= |frameAdv=<br />
|description=<br />
* Immune to air attacks. Useful to continue combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Candy Beam</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_ChocolateBeam.png |caption= Kid Buu players love this one... Others not so much.<br />
|input=236S<br />
|name=Candy Beam<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=0, 800, 250*2, 1|guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -8<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=850|guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -8<br />
|description=<br />
* Teleports to the opponent's position on hit, allowing you to easily combo into your Level 1 or Level 3 Super.<br />
* Heals 400 blue health on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_Kamehameha.png |caption=<br />
|input=j.236S<br />
|name=Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=262*5 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground.<br />
A standard Kamehameha.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Arm Ball</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_Arm Ball.png |caption= It's like football, but with your entire arm!<br />
|input=214S<br />
|name=Arm Ball<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=250*4 |guard=All<br />
|startup= 36|active= |recovery= |frameAdv= +40<br />
|description=<br />
* On block, holds the opponent in place for a ridiculous amount of time.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_KidBuu_ArmBall.png |caption= I will personally paypal every player with kid buu on their team $20 to not use him<br />
|input=A1/A2<br />
|name=Arm Ball<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=200*4 |guard=All<br />
|startup=58 |active= |recovery= |frameAdv=<br />
|description=<br />
* Good for pressure and lockdown.<br />
It has a good amount of startup but if you cover the startup with your point character doing a blockstring or another assist, Kid Buu's Arm Ball assist is very good for pressure because it'll lockdown the opponent for an extended period of time. This both frees up your point character to go for high/low mixups and makes converting opening an opponent up with a mixup into a full combo easier. <br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Human Extinction Attack</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_HumanExtinctionAttack.png |caption= "IM NOT SUPER BUU BUT SCREW IT I'LL DO IT ANYWAYS"<br />
|input=236L+M or 236H+S <br />
|name=Human Extinction Attack<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=300, 100*17, 500*11 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Minimum damage is 90, 30*17, 200*11.<br />
* Fires a volley of beams into the air that fall down after a delay.<br />
* At close range will pull the opponent up into the air and drop them down right next to Buu.<br />
** 5 beams fall in front and 5 in the back, these will never hit the opponent if they were caught during the liftoff.<br />
** 1 extra beam (the second to fall) tracks the opponent.<br />
* Due to the beam lifting them up, DHC-ing into a horizontal attack (e.g Hit's lvl 1 super) is not a good idea, it might be useful to DHC into a diagonal attack (e.g SS goku kamehameha, SSGSS Vegeta Galick Gun). <br />
* Enable double supers for a lot of characters (eg. vegito spirit excaliber).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Pearl Flash</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_PearlFlash.png |caption= Nyoooooooooom<br />
|input=j.236L+M or j.236H+S <br />
|name=Pearl Flash<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=2300 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Buu travels down to the ground before curving up, starting and ending in the air.<br />
* If the opponent is hit in the first part of the arc, the hitstun is increased. Additionally, if the opponent is hit in midair, Buu will carry them to the ground.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Planet Burst</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_PlanetBurst.png |caption= ''"Just do what I do when I have problems:"''<br />
|image2=DBFZ_KidBuu_PlanetBurst-2.png |caption2='''''"SCREAAAAAAAAAM!"'''''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Planet Burst<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=300, 4000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Freezes sparking recovery, good burst damage<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|KidBuu}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Kid Buu]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Kid_Buu&diff=106833DBFZ/Kid Buu2019-01-26T19:34:34Z<p>42.113.252.224: /* Candy Beam */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
! Kid Buu<br />
|-<br />
||<br />
[[File:DBFZ_KidBuu_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|KidBuu}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Small, diminutive, and insane beyond all reason, "Kid" Buu represents Majin Buu's "pure" form before absorbing powerful fighters. Without any sense of morality (or any sense at all), this form represents Buu not necessarily at his strongest, but at his most dangerous, driven by nothing other than the desire to destroy. Thankfully, the universe would be spared his wrath by Goku, who destroyed him with a Spirit Bomb.<br />
<br />
In ''Dragon Ball FighterZ'', Kid Buu is an unpredictable combatant who can put his opponents off-balance with his long limbs and powerful special moves.<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
* Exceptional medium buttons that reach fullscreen.<br />
* Very good mixup game, allowing crossups in the corner, a command jump, a long blockstun special that he can move during, and the ability to do a triple overhead on a standing opponent outside of sparking.<br />
* Both level 1 supers allow teammates to get double supers off of a DHC.<br />
* The best lockdown assist in the game.<br />
* Small hitbox.<br />
| style="width: 50%;"|<br />
* Poor 2H.<br />
* Below average damage.<br />
* Level 3 super does not allow very good mixups off of the HKD.<br />
|-<br />
|}<br />
{{CharLinks-DBFZ|KidBuu}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_5L.png |caption=<br />
|image2=DBFZ_KidBuu_5LL.png |caption2=<br />
|image3=DBFZ_KidBuu_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -3<br />
|description=<br />
* Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 10|active= |recovery= |frameAdv= -3<br />
|description=<br />
*Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv= -5<br />
|description=<br />
* After a vanish, this L autocombo can be used to continue your combo similarly to Goku Black's L autocombo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_5M-1.png |caption= Me stepping in to your DMs<br />
|image2=DBFZ_KidBuu_5M-2.png |caption2= Wow! Kid Buu actually using his head for once!<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500, 700 |guard=All<br />
|startup= 10|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Pulls him forward about halfscreen.<br />
* Second hit ground bounces on airborne opponents.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv= -9<br />
|description=<br />
* Mostly useful for the optimal corner combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -3<br />
|description=<br />
* Fires a single Ki Blast across the screen. Pressing S again will make him throw his 2S afterwards.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup= 7|active= |recovery= |frameAdv= -2<br />
|description=<br />
* Doesn't directly combos into 2M. The viable combo route is 2L > 5LL > 2M or 2L > 1M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_2M.png |caption=U N G A<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=Low<br />
|startup= 15|active= |recovery= |frameAdv= -10<br />
|description=<br />
* 2M and 3M have initial proration. 1M doesn't.<br />
* Each version has some tracking, but will only hit in a certain range.<br />
* 1M is the fastest one, hits from directly in front of Buu to almost half screen.<br />
* 2M, 3M have relatively the same speed, 2M tracks from Buu to just over half screen while 3M tracks from half screen to about 3/4 of the screen.<br />
* All versions pull the opponent in on block or hit.<br />
* On hit, 2M and its variations can combo into themselves up to 3 times, with each version can only be used once.<br />
** The order of moves used is 3M > 2M > 1M, trying to input a move that has already been used and Kid Buu will perform the next available one in line.<br />
* Using 2 or more stomps makes the move special-cancellable only.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_2H.png |caption= Kid Buu at the Andrew W.K concert.<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -15<br />
|description=<br />
* Very bad horizontal hitbox, basically have to be touching the opponent if they are grounded.<br />
* Vertical hitbox is pretty good, hits above Buu rather than in front.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_2S.png |caption=<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Jumps up and throws a Ki blast in an upward arc.<br />
* At close range, will throw the Ki blast downward.<br />
* 5SS will also execute this attack.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_6M.png |caption= The people's gummy elbow.<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_jM.png |caption= Ya'll mind if I<br />
|image2=DBFZ_KidBuu_jM-2.png |caption2= SWOOSE on in?<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500, 700 |guard=All, High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Pulls him forward about halfscreen. An excellent air-to-air attack.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_jH.png |caption= The OTHER people's gummy elbow.<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_j2H.png |caption= Hello my baby, hello my honey<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Carries a lot of momentum.<br />
* If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Mystic Ball Attack</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_MysticBallAttack.png |caption= Original move, do not steal.<br />
|input=236L/M/H (Air OK)<br />
|name=Mystic Ball Attack<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=1100 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=<br />
|description=<br />
* Lands close to start point.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1100 |guard=All<br />
|startup= 17|active= |recovery= |frameAdv=<br />
|description=<br />
* Will end further horizontally from the light version. Ending combos with this move in the corner sets up an immediate high-low mix up.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1100, 400 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv=<br />
|description=<br />
* Will initiate a small bounce that can extend combos.<br />
* Hits twice during the fall, but only once when he bounces up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Mystic Arm Swing</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_MysticArmSwing.png |caption= "YOU THOUGHT PICCOLO WAS THE ONLY STRETCHY SLAM MASTER??? FOOL"<br />
|input=214L/M/H <br />
|name=Mystic Arm Swing<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=1400 |guard=Air Throw<br />
|startup= 15|active= |recovery= |frameAdv=<br />
|description=<br />
* Immune to air attacks. Useful as an anti-air because you know 2H ain't doing squat.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1500 |guard=Air Throw<br />
|startup= 22|active= |recovery= |frameAdv=<br />
|description=<br />
* Immune to air attacks.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1500 |guard=Air Throw<br />
|startup= 14|active= |recovery= |frameAdv=<br />
|description=<br />
* Immune to air attacks. Useful to continue combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Candy Beam</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_ChocolateBeam.png |caption= Kid Buu players love this one... Others not so much.<br />
|input=236S<br />
|name=Candy Beam<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=0, 800, 250*2, 1|guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -8<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=850|guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -8<br />
|description=<br />
* Teleports to the opponent's position on hit, allowing you to easily combo into your Level 1 or Level 3 Super.<br />
* Heals 400 blue health on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_Kamehameha.png |caption=<br />
|input=j.236S<br />
|name=Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=262*5 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground.<br />
A standard Kamehameha.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Arm Ball</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_Arm Ball.png |caption= It's like football, but with your entire arm!<br />
|input=214S<br />
|name=Arm Ball<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=250*4 |guard=All<br />
|startup= 36|active= |recovery= |frameAdv= +40<br />
|description=<br />
* On block, holds the opponent in place for a ridiculous amount of time.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_KidBuu_ArmBall.png |caption= I will personally paypal every player with kid buu on their team $20 to not use him<br />
|input=A1/A2<br />
|name=Arm Ball<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=200*4 |guard=All<br />
|startup=58 |active= |recovery= |frameAdv=<br />
|description=<br />
* Good for pressure and lockdown.<br />
It has a good amount of startup but if you cover the startup with your point character doing a blockstring or another assist, Kid Buu's Arm Ball assist is very good for pressure because it'll lockdown the opponent for an extended period of time. This both frees up your point character to go for high/low mixups and makes converting opening an opponent up with a mixup into a full combo easier. <br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Human Extinction Attack</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_HumanExtinctionAttack.png |caption= "IM NOT SUPER BUU BUT SCREW IT I'LL DO IT ANYWAYS"<br />
|input=236L+M or 236H+S <br />
|name=Human Extinction Attack<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=300, 100*17, 500 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Minimum damage is 90, 30*17, 200.<br />
* Fires a volley of beams into the air that fall down after a delay.<br />
* At close range will pull the opponent up into the air and drop them down right next to Buu.<br />
** 5 beams fall in front and 5 in the back, these will never hit the opponent if they were caught during the liftoff.<br />
** 1 extra beam (the second to fall) tracks the opponent.<br />
** Each of the falling beams does 500 damage (200 minimum).<br />
* Due to the beam lifting them up, DHC-ing into a horizontal attack (e.g Hit's lvl 1 super) is not a good idea, it might be useful to DHC into a diagonal attack (e.g SS goku kamehameha, SSGSS Vegeta Galick Gun). <br />
* Enable double supers for a lot of characters (eg. vegito spirit excaliber).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Pearl Flash</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_PearlFlash.png |caption= Nyoooooooooom<br />
|input=j.236L+M or j.236H+S <br />
|name=Pearl Flash<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=2300 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Buu travels down to the ground before curving up, starting and ending in the air.<br />
* If the opponent is hit in the first part of the arc, the hitstun is increased. Additionally, if the opponent is hit in midair, Buu will carry them to the ground.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Planet Burst</font> ======<br />
{{MoveData<br />
|image=DBFZ_KidBuu_PlanetBurst.png |caption= ''"Just do what I do when I have problems:"''<br />
|image2=DBFZ_KidBuu_PlanetBurst-2.png |caption2='''''"SCREAAAAAAAAAM!"'''''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Planet Burst<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=300, 4000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Freezes sparking recovery, good burst damage<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|KidBuu}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Kid Buu]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Vegeta&diff=106832DBFZ/SSB Vegeta2019-01-26T19:27:00Z<p>42.113.252.224: /* Specials */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Vegeta (SSGSS)<br />
|-<br />
||<br />
[[File:DBFZ_SSB_Vegeta_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|SSBVegeta}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown, Hyper Offense, Rekka<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Not to be outdone by Goku, Vegeta has trained alongside his Saiyan rival under the tutelage of Whis, personal attendant of Lord Beerus. Both he and Goku have attained the power of the "Super Saiyan God Super Saiyan".<br />
<br />
In ''Dragon Ball FighterZ'', this version of Vegeta fights similarly to his original form: attacking aggressively while closing the distance to pummel his foes into submission. However, in exchange for his increased close-range prowess, his defensive options are rather subpar.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Ki Blasts are very fast and surprisingly good at controlling space in neutral.<br />
* His ability to convert into his okizeme game is excellent, due to having specials with a huge corner carry.<br />
* Very strong pressure game with fast normals, rekkas, and command grabs.<br />
* Absurdly high damage when he has the resources to burn, especially in the corner.<br />
* Big Bang Attack is the non-super-projectile with the highest priority in the game.<br />
* All of his specials are excellent combo finishers and are easy to combo into.<br />
| style="width: 50%;"|<br />
* Loses to strong aerial zoning; has to take risks in order to close the distance with opponents.<br />
* Cannot inflict sliding knockdown from some of his starters, making it sometimes difficult to maintain offensive momentum.<br />
* Stubby limbs causes him to have medium short range.<br />
* Because of the long startup on Big Bang Attack, he generally loses at range. <br />
* Little to no defensive options.<br />
|-<br />
|}<br />
{{CharLinks-DBFZ|SSBVegeta}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta__5L.png |caption=jab<br />
|image2=DBFZ_SSBVegeta__5LL.png |caption2=jab<br />
|image3=DBFZ_SSBVegeta__5LLL.png |caption3= '''PUNCH'''<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6 |active= 3 |recovery= |frameAdv= -3<br />
|description=<br />
* Typical jab.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 8 |active= 3 |recovery= |frameAdv= -4<br />
|description=<br />
* Moderately low reach, hitbox doesn't extend beyond his fist and he doesn't move forward very much.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= 13 |active= 3 |recovery= |frameAdv= -4<br />
|description=<br />
* NOT an overhead.<br />
* Moves SSGSS Vegeta forward.<br />
* Safe on block and pushes opponent away a good amount.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta__5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9 |active= 6 |recovery= |frameAdv= -6<br />
|description=<br />
* Combo fodder or blockstring filler.<br />
* About the same range as 2M and will hit higher.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14 |active= 3 |recovery= |frameAdv= -8<br />
|description=<br />
* Can be special cancelled into 236L for rekka pressure.<br />
SSGSS Vegeta lacks good range on both of his 5M and 2M moves, unlike many other characters who have one or both, which puts 5H in the spotlight. It is his farthest reaching normal, and it is quite fast compared to other 5H buttons, but it is still a heavy attack, making it slower than many other attacks and is unsafe on block. If it is blocked, always special cancel.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= 13 |active= |recovery= |frameAdv= -5<br />
|description=<br />
* Fast animation.<br />
* Launches on hit.<br />
* Ki blast thrown very low.<br />
* Can cancel recovery to 2S regardless if it hits.<br />
The speed at which the ki blast will come out makes this a good move for fishing freebies or forcing the opponent to block. Can special cancel to 236L/H or 214L to start pressure on block or capitalize on hit respectively.<br />
<br />
Because the projectile hugs the ground, it will low-profile standard ki blasts and trade with the opponent, which can be both an advantage and a disadvantage. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup= 7 |active= 3 |recovery= |frameAdv= -3<br />
|description=<br />
* Typical crouching kick.<br />
Good move to mash in the corner after 214L.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta__2M.png |caption= ''WHAT ARE THOOOOOSE''<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10 |active= 4 |recovery= |frameAdv= -6<br />
|description=<br />
* Starter for high damage combos.<br />
* Neither reaches far or moves him much closer.<br />
Unlike other 2M buttons, this move is solely for pressure since it lacks any noteworthy range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta__2H.png |caption= IMMA KICK 'IM<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13 |active= 2 |recovery= |frameAdv= -17<br />
|description=<br />
* Puts SSGSS Vegeta in an aerial state.<br />
While it is unsafe on block, it can always be special canceled into 236S, turning it safe and pushing the opponent almost half a screen away. 236L and 214L will whiff partially or entirely on crouch blockers and certain characters since SSGSS Vegeta is in the air.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta__2S.png |caption=''Fore''<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= 13 |active= |recovery= |frameAdv= -5<br />
|description=<br />
* Fast animation.<br />
* Launches on hit .<br />
* Ki blast angled upward.<br />
* Can cancel recovery to 5S regardless if it hits.<br />
Similar to 5S, it also has great speed, making 2S a great way to put a check on jumpy and aggressive opponents. <br />
<br />
Since 5S cannot clash with other projectiles that well, 2S must fill that role. Due to it's angle it can only clash when the opponent's projectile is close. However, 5S can be done immediately after to catch long recoveries.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24 |active= 6 |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
Standard 6M move. Can be used to condition opponents into blocking high for 214L to be a viable option in blockstrings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Typical air knee.<br />
The extra jump from j.L x2 can used to prevent the opponent from going too far above due to j.2H.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Go-to air overhead.<br />
Used in conjunction with 236L > L or 236L > L/M > L to hit the opponent high and continue pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Standard IAD jump-in.<br />
A decent combo ender since SSGSS Vegeta will have a better time with a grounded opponent. Can also be used to set up for certain grounded assists to extend hitstun.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Fast animation.<br />
* Launches on hit.<br />
* Halts momentum briefly.<br />
* Can cancel recovery to j.2S regardless if it hits.<br />
In contrast to 2S, j.S can be used as a pseudo-jump in due to speed. Since it will stop SSGSS Vegeta in the air, can also be used to bait 2H buttons, provided he is not too close to the enemy.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Hitbox is horizontally impaired.<br />
The move that every combo should try to fit in at least once. It doesn't hit in front of SSGSS Vegeta very well, so because of this, combos can be dropped if 2M wasn't done close enough.<br />
<br />
Can be used for the "j.2H whiff tech". Since it doesn't make him fall too slowly, and allow him to keep momentum, it can be used to have strong set up off certain situation, especially in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta__j2S.png |caption=<br />
|name=j.2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Fast animation.<br />
* Launches on hit.<br />
* Halts momentum briefly.<br />
* Can cancel recovery to j.S regardless if it hits.<br />
Similar to SSGSS Vegeta's j.S but instead of throwing it downward, he'll throw it in a shallow upward angle. Can be a good air-to-air at a distance.<br />
<br />
Like j.S, can also be used against 2H moves, but by performing this move instead, the ki blast may miss and will allow SSGSS Vegeta to perform a stronger starter for a full combo once he lands.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Super Dash Kick</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta_SuperDashKick.png |caption=<br />
|input=236L/M/H (Air OK)<br />
|name=Super Dash Kick<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=500 |guard=All<br />
|startup= 12 |active= 3 |recovery= |frameAdv= -5<br />
|description=<br />
* Kicks forward.<br />
* On whiff, all version can still do followup attacks.<br />
* Ground versions of 236X '''do not''' have head property and cannot be anti-aired by moves like 2H. However, all the followups are very vulnerable to anti-airs.<br />
Can be used to close in on the opponent, but it can be reacted to with a 2H, so be wary. If an opponent expect to see the followups, it can be stopped to reset Vegeta's blockstring and allow to his assists to recover, but it is a little reactable.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=500 |guard=All<br />
|startup= 15 |active= 3 |recovery= |frameAdv= 2<br />
|description=<br />
* Kicks upward and travels farther than L version.<br />
Theoretically can be used to catch jumping opponents pressured, but 2S and 214M is much better suited for jumpers. Mostly used for combos for it's angle, since it is not any better than 236L in keeping the opponent blocking. Can be used to cross up after 2L or 2M, double cross up by using a backdash after that, or doing an overhead in the corner. It needs coverage though, like most of Vegeta's options.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=600 |guard=All<br />
|startup= 11 |active= 4 |recovery= |frameAdv= -5<br />
|description=<br />
* Kicks forward and travels farther than L version.<br />
* Adds extra damage to all followups.<br />
236L with significantly more range, can be used to catch keep-away opponents but is outclassed by 236[L+M] in almost every aspect, lacking great distance and speed, invincibility, and wallbounce. If it is blocked, then it can be followed up with the additional attacks and an assist to start a mix-up, but if it connects, then it is a waste of meter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Dash Kick Follow-Up 1</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta_SuperDashKickFollowup1.png |caption=<br />
|input=Super Dash Kick > L/M/H<br />
|name=Super Dash Kick Follow-Up 1<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=500 |guard=All<br />
|startup= 10 |active= 3 |recovery= |frameAdv= -8<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HL<br />
|damage=650 |guard=All<br />
|startup= 10 |active= 3 |recovery= |frameAdv= -8<br />
|description=<br />
* Damage increases if H version was used in the string.<br />
* On whiff, all version can still do followup attacks.<br />
* Considered to be airborne throughout the move.<br />
* Hits once and moves SSGSS Vegeta slightly forward.<br />
* On hit, bounces SSGSS Vegeta back a small amount.<br />
A useful move for pressure, allowing SSGSS Vegeta to escape with a backdash, or for a clean j.M overhead with an airdash forward, but can be interrupted and is not a tight blockstring without an assist. Also has the potential for a low mix-up with an empty jump-in. Cannot be reflected if launched after 5H. It allows to IAD after that, or be in a good range to 2M in the corner, leading to a good 50/50 gapless situation with a right timed assist in the corner. <br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=220*3 |guard=All<br />
|startup= 17 |active= (3)(3)(3) |recovery= |frameAdv= -8<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HM<br />
|damage=286*3 |guard=All<br />
|startup= 17 |active= (3)(3)(3) |recovery= |frameAdv= -8<br />
|description=<br />
* Hits thrice and moves SSGSS Vegeta forward.<br />
Another option for pressure after the first kick, but instead of allowing SSGSS Vegeta to hover in the air for a good bit, it will put him closer to the enemy and to the ground.<br />
<br />
This move has the ability to frame trap, since it leads about 2 frames of gap between the first kick and this ones, but they can be reflected.<br />
Despite having higher damage than the L version, the M version is comprised of weak kicks which may damage the proration of a combo negatively if done too early.<br />
<br />
While the M version goes much farther than the L version, this move is easily telegraphed after a whiffed 236L and 5H/2H can pierce through. Can be used with specific assists on block to put more scarier pressure that the L version cannot provide, but otherwise, serves the exact same purpose.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=600 |guard=All<br />
|startup= 10 |active= 3 |recovery= |frameAdv= -13<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HH<br />
|damage=960 |guard=All<br />
|startup= 10 |active= 3 |recovery= |frameAdv= -13<br />
|description=<br />
* Hits once and moves SSGSS Vegeta forward.<br />
* Can side switch after the attack if the followup is delayed.<br />
* Adds extra damage to all followups.<br />
Similar to Vanish, the H version can be used as a 1 meter investment to confirm off of the first kick with an assist, or to simply escape corner, since it is safe. The side switch can be used to set up an assist on the opposite side of SSGSS Vegeta, which he can use to take advantage of their knockback on either block or hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Dash Kick Follow-Up 2</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta_SuperDashKickFollowup2.png |caption= KUTABAREEE!!<br />
|input=Super Dash Kick Follow-Up 1 > L/M/H<br />
|name=Super Dash Kick Follow-Up 2<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=500 |guard=All<br />
|startup= 12 |active= 6 |recovery= |frameAdv= -9<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HL<br />
|damage=650 |guard=All<br />
|startup= 12 |active= 6 |recovery= |frameAdv= -9<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HHL<br />
|damage=1000 |guard=All<br />
|startup= 12 |active= 6 |recovery= |frameAdv= -9<br />
|description=<br />
* Damage increases if H versions were used in the string.<br />
* All versions track the opponent.<br />
** However, H Followup 1 > L/M/H Followup 2 does NOT track on whiff.<br />
* Considered to be airborne throughout the move.<br />
* On hit, flips SSGSS Vegeta above his opponent.<br />
* Surprisingly difficult to punish.<br />
The same purpose as the L version of Followup 1, but instead of needing the airdash, it keeps SSGSS Vegeta close. Has the added benefit of being able to cross-up midscreen with an airdash.<br />
<br />
In combos, the L version is used in lieu of the M version in situations where the proration of a combo is too high and it is too slow to connect. However, since it lacks the smash property, it can also be used early on to delay the use of smash attacks, paired with a Sparking Blast or a well-timed assist. Can be used to cross up the opponent after the flip, use light overheads when falling, or fake a j.H with a 2L<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=600 |guard=All<br />
|startup= 18 |active= 6 |recovery= |frameAdv= -10<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HM<br />
|damage=780 |guard=All<br />
|startup= 18 |active= 6 |recovery= |frameAdv= -10<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HHM<br />
|damage=1200 |guard=All<br />
|startup= 18 |active= 6 |recovery= |frameAdv= -10<br />
|description=<br />
* Pulls back before lunges forward, can be used to bait out attacks.<br />
* Wall bounces.<br />
* Not safe on block.<br />
* Does not cross-up on block unlike his counterparts' 236M.<br />
Unlike the L version, SSGSS Vegeta will recover very close to the ground, providing no chance to hit an overhead. This can be beneficial; if the opponent expected the high mixup that comes with the L version, the quick landing of the M version and a low can catch them off guard.<br />
<br />
This follow up, despite the slight delay, will not let the opponent have the time to 2H, and will counter it.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=100*4, 450 |guard=All<br />
|startup= 16 |active= 8(on whiff) 15(on hit) |recovery= |frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HH<br />
|damage=150*4, 675 |guard=All<br />
|startup= 16 |active= 8(on whiff) 15(on hit) |recovery= |frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HHH<br />
|damage=260*4, 1170 |guard=All<br />
|startup= 16 |active= 8(on whiff) 15(on hit) |recovery= |frameAdv= -5<br />
|description=<br />
* Multi-hit move which travels full screen.<br />
* Always does fixed amount of hits and damage.<br />
* Wall bounces.<br />
* On block, side swaps.<br />
Has significant corner carry and can equal a free combo from half a screen away. The faster recovery compared to the M version along with certain assists can also take advantage of the wall bounce that occurs regardless if the enemy reaches the corner. This version allows to cross up on block outside of the corner, and using a beam assist before the kick can push the opponent at good range for a really fast 2M or a Dragon Rush. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">On a scale of one to ten, I'll give you a three!</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta_OnAScaleOfOneToTen.png |caption= Corner Carry: the move<br />
|input=214L/M/H (Air OK)<br />
|name=On a scale of one to ten, I'll give you a three!<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=1200 |guard=Throw<br />
|startup= 25 |active= 1 |recovery= |frameAdv=<br />
|description=<br />
* Whiffs on crouching opponents.<br />
* Deflects Ki Blasts.<br />
* Causes a soft knockdown.<br />
* If it whiffs, Vegeta can move after it.<br />
* No more than one command grab can be used in a single combo.<br />
Command grab which can catch opponents who are reflect-happy or who block high, expecting IAD oki. Can also be especially deadly as an offensive tool in pressure against low-life characters whom are desperate to tag out, but blocking low (making the grab whiff) is a natural response upon wake-up and it is very susceptible to patient and tempered opponents who can 2H in response, and, which makes this move a gamble. Due to having shorter knockdown, it lacks the oki options of stronger versions and cannot be combo'd after. Since the move doesn't put SSGSS Vegeta in a recovery state after it whiffs while leaving him at a low distance from the ground, he can either do an air dash to use j.L in a safe jump situation, or just fall and use 2L, making it an extremely scary mixup tool with an assist.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1200 |guard=Throw<br />
|startup= 22 |active= 5 |recovery= |frameAdv=<br />
|description=<br />
* Travels moderately upward.<br />
* Deflects Ki Blasts.<br />
* Causes a soft knockdown.<br />
* If it whiffs, Vegeta can move after it.<br />
* No more than one command grab can be used in a single combo.<br />
Used to catch opponents wanting to jump out of SSGSS Vegeta's pressure, and unlike the L version, can be followed up after with certain fast assists which can pick up opponents off the ground. Additionally, it also provides better oki. Due to the upward trajectory, it has the most use has a combo-ender after Vanish, but is also a cheeky option for incoming opponents after a forced tag-out. Allows Vegeta to directly apply pressure by jumping if the opponent up tech or back tech, with a meaty j.M and can freely move if it whiff, just like the L version.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000, 800 |guard=Throw<br />
|startup= 20 |active= 5 |recovery= |frameAdv=<br />
|description=<br />
* Moderately quicker than meterless versions.<br />
* Whiffs on crouching opponents.<br />
* Wallbounces.<br />
* Deflects Ki Blasts.<br />
* If it whiffs, Vegeta can move after it.<br />
* No more than one command grab can be used in a single combo.<br />
Great air ender that carries to the corner and gives SSGSS Vegeta more variety and better oki options, and generally used in combos to retain corner advantage, sacrificing combo damage. Like the M version, can be followed up with assists for an extension, and is much more generous in hitstun for slower assists to connect. Since it also whiffs on crouchers like the L version, it is not any more useful than its L version counterpart to hit an opponent, but it leaves a little more height than 214L and thus allow to use j.M instead of j.L after an air dash, leading to better damage, but it is reactable. <br />
<br />
214H will travel the same amount of distance as the L version but will do so with greater speed, which can surprise opponents before they have a response or catch them performing moves which either have slow startup or lack upper-body invincibility. Because it also provides knockdown and corner carry like other versions, a single instance of this move can quickly change the momentum into SSGSS Vegeta's favor, allowing him to have a meaty set up regardless of the opponent's reaction, making this move very threatening in neutral and good as a combo ender.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Big Bang Attack</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta_BigBangAttack.png |caption=<br />
|input=236S (Air OK)<br />
|name=Big Bang Attack<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=300, 1400 |guard=All<br />
|startup= 14 |active= |recovery= |frameAdv= -13<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=300, 1400 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Has a hitbox while charging.<br />
* Has beam properties, will always trade with other beams.<br />
* If performed in the air, will fire downwards.<br />
Powerful but slow projectile. Because of its initial hit, it has use at close range, allowing for use in combos. Along with the pushback from shooting the projectile, this move is also very safe on block, even from point-blank reflects, unless SSGSS Vegeta is against a wall. At long range, it serves as a suitable answer to enemy projectiles, since SSGSS Vegeta has unconventional Ki blasts, but can be punished very readily by raw level 3 supers.<br />
<br />
While the startup can easily be caught with a Vanish, keep in mind that Vanish by itself does not advance the state of the game unless it is used to escape corner.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta_AssistBigBangAttack.png |caption=''"Don't order me around!"''<br />
|input=A1/A2<br />
|name=Big Bang Attack<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=100, 1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Has a hitbox while charging.<br />
* Places SSGSS Vegeta in the air behind active character.<br />
* Projectile is fired downward.<br />
The slow startup of this assist and it's downward trajectory makes this move very hard to utilize as a combo piece. However, certain fast supers can utilize this to their advantage to extend hitstun beyond their recoveries, and certain characters which are capable of pulling/pushing the opponent towards their direction can even utilize the initial hitbox without the use of Vanish.<br />
<br />
The delay that comes with the move makes it sub-par in neutral, but allows it to be abused in blockstrings and in pressure, especially in the corner. When SSGSS Vegeta is called out when facing the corner, instead of staying close to the active character, he will perform it much farther away, making it near impossible for the opponent to hurt him and cancel the animation, and scaring them into blocking.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Niagara Pummel</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta_NiagaraPummel.png |caption= ''"Only a naive numbskull like him..."''<br />
|image2=DBFZ_SSBVegeta_NiagaraPummel-2.png |caption2=''"Can use those Saiyan cells to their fullest!"''<br />
|input=236L+M<br />
|name=Niagara Pummel<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Normal<br />
|damage=2220 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Hold down any button to only perform the first punch.<br />
* Grounds the opponent on completion.<br />
* Not invincible until after startup.<br />
* Travels just a little over fullscreen.<br />
Comes out very quickly, has invulnerability, and allows for a free combo, making it a great punish to anything except aerial moves, but it is not a true reversal. Countering other supers will occasionally require the preemptive input of this move in order for the super flash to appear second. Using the canceled version as a punish after a reflect is extremely effective, as it travels a great distance really fast, especially if assists are available to add more damage. <br />
<br />
Since it grounds the opponent, certain supers which require characters to be close can properly connect, making this a very good move to DHC out of.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Held<br />
|damage=1100 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Has smash property.<br />
* Wallbounces if smash hasn't been used in the combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Galick Gun</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta_GalickGun.png |caption=''"Never understimate..."''<br />
|image2=DBFZ_SSBVegeta_GalickGun-2.png |caption2=''"...a Saiyan's true power!"''<br />
|input=236H+S<br />
|name=Galick Gun<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=280*10 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Acts as SSGSS Vegeta's Z-Change super.<br />
* Fires diagonally upward.<br />
* Minimum damage is 81*10.<br />
Because of its trajectory, it is not a particularly useful move to DHC. Seldom used for anything beyond confirming off of 236S, or being a much safer and faster super for SSGSS Vegeta to DHC out of combat. However, if Base Goku is on your team, using this super and immediately DHC-ing into Super Spirit Bomb will allow it to combo for devastating results.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Final Flash</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSBVegeta_FinalFlash.png |caption="''Cocky bastard!''"<br />
|image2=DBFZ_SSBVegeta_FinalFlash2.png |caption2="''You're as good as '''space dust!'''''"<br />
|image3=DBFZ_SSBVegeta_FinalFlashAttack.png |caption3="'''''WORTHLESS PIECE OF JUNK!'''''"<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Final Flash<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Normal Version<br />
|damage=220*20 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<br />
{{AttackData-DBFZ<br />
|version=Final Flash Attack<br />
|subtitle=Hold any button on hit<br />
|damage=2200 |guard=All<br />
|header=no<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Acts as SSGSS Vegeta's sole reversal option.<br />
* Can hold down buttons to perform an additional attack (requires 2 extra meters).<br />
* Minimum damage for the full super is 72*20, 770.<br />
Without the extra attack, this super has a less-than-desirable damage output, making it a poor candidate for DHC. As a level 5, it is a powerful finisher that can end matches with a single combo, before the opponent can amount a comeback. <br />
<br />
As it is the only air super in SSGSS Vegeta's arsenal, oftentimes it may be necessary to use this move even without enough meter for the extra attack if it will guarantee a K.O. <br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|SSBVegeta}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Vegeta]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Tien&diff=106831DBFZ/Tien2019-01-26T19:26:06Z<p>42.113.252.224: /* Specials */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
! Tien Shinhan<br />
|-<br />
||<br />
[[File:DBFZ_Tien_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Tien}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Rushdown, Sacrifice<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Tien (AKA Tenshinhan or Tianjinfan) is a student of the Crane School (the enemy of Roshi's own Turtle Style) and was one of Goku's greatest childhood rivals. Accompanied by his doll-like companion, Chaotzu, Tien has continued to pursue strength as a martial artist throughout the series and is considered the series' strongest full-blooded human fighter. During the Saiyan and Android sagas, Tien played secondary though important roles in the final outcomes.<br />
<br />
In ''Dragon Ball FighterZ'', Tien is a well-rounded fighter who can break through his opponents' defenses with the help of Chiaotzu. With the best-scaling supers in the game, Tien is especially useful as an anchor to switch in and finish stubborn opponents.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Solid mixup game; having multiple lows and a fast command grab when he has the meter to burn. He can also use 214S in the corner to setup his pressure.<br />
*Can score a sliding knockdown in almost every situation with Volleyball Fist (after a j. 2H, he can convert with j. 236M).<br />
*Very high damage output when he has the resources to burn. Both of his level 3 supers boast some of the highest damage output in the game, allowing him to finish off opponents very easily.<br />
*Very strong with sparking; the ability to jump cancel out of any move gives him a very strong vortex. The self-inflicted damage from Tri-beam and Neo Tri-beam is also halved, making it less dangerous.<br />
*Dodon Ray is an amazing assist. It can be used to control neutral and to extend combos.<br />
*SHIIIIIN KIKOHOOOOOOOOOOOOO<br />
| style="width: 50%;"|<br />
*Below average neutral game; Dodon Ray has a small hitbox, allowing for easy counter play by opponents. Additionally, his normals are a bit on the stubby side, not having any normals that lunge him forward.<br />
*Without sparking, the amount of life that he loses with Tri-beam and Neo Tri-beam is quite severe, making him vulnerable to being downed if not careful.<br />
*Unremarkable damage without meter or assist usage.<br />
|-<br />
|}<br />
{{CharLinks-DBFZ|Tien}}<br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_5L.png |caption=<br />
|image2=DBFZ_Tien_5LL.png |caption2=<br />
|image3=DBFZ_Tien_5LLL.png |caption3= Gentle Fist Eight Trigrams Sixty Four Palms!<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* It has a little bit more range than most 5L, albeit slightly.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700*2 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Has good forward momentum for long range confirms. <br />
* Also does 2 hits, which also helps with confirms.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=100*8, 250 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Standard fair LLL launcher, does 9 hits allowing more time to think through next step than LLL usually allows if you ended up mashing it out.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Has good horizontal reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Slow recovery.<br />
* Single projectile.<br />
* Fairly mediocre.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Hits low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* If blocked, can be cancelled into 236H for a surprise overhead with sliding knockdown. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Universal Overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*2 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Hits twice.<br />
* Can be used on block after super dash.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Good air to air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Pushes Tien slightly away.<br />
* Has decent angle.<br />
* Can be used after Crane Strike on block after back dodge to cover yourself, still super dash vulnerable so its better not to overuse it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be followed up by 236M for a sliding knockdown at the end of air combos.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Volleyball Fist</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_VolleyballFist.png |caption=<br />
|input=236L/M/H<br />
|name=Volleyball Fist<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Tien performs a sliding low attack.<br />
* Press additional buttons on hit-confirm to extend the special.<br />
The quick version of the Volleyball Fist. Useful for catching opponents off guard or spamming high attacks.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Tien strikes a pose, gaining guard point before doing a sliding low attack.<br />
* Press additional buttons on hit-confirm to extend the special.<br />
* Guard point does not activate on frame 1, but it’s very early.<br />
* Blocks projectiles, mid and low attacks.<br />
* Loses to throws, supers, and overheads. Which is ironic since it's a volleyball bump.<br />
* Due to having guard point, this version will scale your combos and followups more than L version.<br />
Even though only the pose has autoguard, successfully blocking incoming attack will make the slide invulnerable to strikes and projectiles that aren't Supers. If timed correctly, Tien can go right through beams.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=700, 800, 900 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* A short ranged command grab that costs one bar.<br />
* Follow-up hits are automatic and cannot be vanished out of.<br />
* Stays same side.<br />
* Causes a sliding knockdown.<br />
* Scales like 236M.<br />
An useful tool to confuse someone who's blocking too much in a corner.<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Volleyball Fist Follow-Up 1</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_VolleyballFist2.png |caption=<br />
|input=Volleyball Fist L/M > L/M/H on hit<br />
|name=Volleyball Fist<br>Follow-Up 1<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
Using L will keep you on the same side of the opponent you are currently on. Good if you don't want to steal the corner away.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches side.<br />
An important tool if you want to reposition yourself behind the enemy. Usually most useful if the "wall" behind you is closer than the one in front of you.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Leaves Tien enough time to land j.M.<br />
By delaying button press so that Tien doesn't do Follow-up 2, you can start air combos with this.<br />
-------<br />
* Damage depends on what the starter is. Starts with 236L will do more damage than 236M.<br />
* All version launches the enemy vertically and follows them into the air.<br />
* Pressing an additional button will cause Tien to slam the enemy to the ground.<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Volleyball Fist Follow-Up 2</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_VolleyballFist3.png |caption= BOI<br />
|input=Volleyball Fist Follow-Up 1 > L/M/H on hit<br />
|name=Volleyball Fist<br>Follow-Up 2<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 [1080] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Knocks the opponent straight down.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=900 [1080] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Knocks the opponent a little further away than the L version.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1800 [1980] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Knocks the opponent even further away into a sliding knockdown. <br />
* Using this after the H version of Follow-up 1 will keep Tien grounded for additional combos.<br />
-------<br />
* Damage depends on what the starter is. Starts with 236L will do more damage than 236M.<br />
* If you time it perfectly on any version, it does extra damage and has Smash property.<br />
* [] is on just frame.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Aerial Volleyball Fist</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_VolleyballFist3.png |caption=<br />
|input=j.236L/M/H<br />
|name= Aerial Volleyball Fist<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=1000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes a soft knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes a sliding knockdown.<br />
* Can link from j.2H if smash has already been used.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes a sliding knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crane Strike</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_CraneStrike.png |caption=Yamcha's Big Break (i.e. his legs)<br />
|input=214L/M/H (Air OK)<br />
|name=Crane Strike<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1100 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* L version pops Tien back upwards on hit.<br />
* All versions pops Tien back upwards on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Dodon Ray</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_DodonRay.png |caption= A move developed to be superior to the kamehameha.<br />
|input=236S (Air OK)<br />
|name=Dodon Ray<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=900 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=900 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Pops up the opponent.<br />
* Despite only being 1 hit, this will still clash with other beams.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Telekinesis</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_Telekinesis.png |caption=<br />
|input=214S<br />
|name=Telekinesis<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=0 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Requires Chiaotzu. Won't come out when Chiaotzu is still on screen or after he self-destructs.<br />
* Can be blocked.<br />
* Every third use will not work and will leave Tien vulnerable.<br />
* Can hit aerial opponents.<br />
Freezes the opponent in place, allowing for a followup combo. Best used in the corner after a knockdown.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Tien_AssistDodonRay.png |caption=<br />
|input=A1/A2<br />
|name=Dodon Ray<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Is very unique as a beam assist, since it pops the opponent up instead of sending them towards the wall, allowing for better midscreen confirms.<br />
* Allows for longer combos due to the single hit compared to other multi hitting beam assists.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Tri-Beam</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_TriBeam.png |caption=<br />
|image2=DBFZ_Tien_TriBeam-2.png |caption2= A forbidden technique that exceeds human limitations by draining the user's life force.<br />
|input=236L+M or 236H+S (Air OK)<br />
|name=Tri-Beam<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=2400 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Does unrecoverable 1000 damage to Tien.<br />
* Tien cannot die from self damage, and can use this even at 1 HP.<br />
* Will only take half self damage during Sparking (500 per use).<br />
* Minimum damage is 960. This is the second highest damaging Lv1 Super at max scaling, losing to Base Goku's Kaioken x3 and x20.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Neo Tri-Beam</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_NeoTriBeam.png |caption=''"Well ya know what...? F*ck power levels... F*ck Super Saiyans... '''AND F*CK YOU!'''"''<br />
|image2=DBFZ_Tien_NeoTriBeam-2.png |caption2='''''"SHIIIIN KIKOUUUHOU!!!'''''"<br />
|input=214L+M (Air OK)<br />
|name=Neo Tri-Beam<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=3600, 1000*0~4 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* 3 bar super. Holding down the buttons allows him to tack on additional damage at the cost of one meter per extension. Deals unrecoverable damage to Tien on use. <br />
* First hit does 1000 damage to Tien, then 1000, 1500, 2000, 2500.<br />
* Tien cannot die from self damage, and can do the first beam even at 1 HP.<br />
* Will only take half self damage during Sparking (500 at 3 bars, 4000 at 7)<br />
* If Tien doesn’t have enough health to continue, the Super will stop regardless of remaining meter.<br />
* Minimum damages for all beams are 1656, 550*4.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Farewell, Tien...</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_FarewellTien.png |caption= ''"Thank you... for everything!"''<br />
|image2=DBFZ_Tien_FarewellTien-2.png |caption2= '''''"CHIAOTZUUUUU!!!"'''''<br />
|input=214H+S<br />
|name=Farewell, Tien...<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=3600 |guard=Unblockable<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Travels in a straight horizontal line, level with the enemy when the move as initiated.<br />
* Cannot be cancelled into but can be comboed into.<br />
* Can hit aerial opponents, but whiffs on crouching ones.<br />
* Won't come out if Chiaotzu is still doing Telekinesis.<br />
* On hit, both this super and the Telekinesis special can no longer be performed for the rest of the match. <br />
* Minimum damage is 2160. This is the highest damaging Lv3 Super at max scaling, not counting Supers that you can spend more bars on.<br />
* Guaranteed to make your audience yell for Chiaotzu.<br />
While the maximum output of this super is lower than Neo Tri-beam, the damage scaling on this move makes it an absurd combo finisher. It's also handy to catch people unawares toward the end of a match, especially if they've got a health disadvantage and are prone to blocking.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Tien}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Tien Shinhan]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku&diff=106830DBFZ/Goku2019-01-26T19:10:53Z<p>42.113.252.224: /* Super Spirit Bomb */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku<br />
|-<br />
||<br />
[[File:DBFZ_Goku_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Goku}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Snowball<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Son Goku (named directly after the Japanese naming of ''Journey to the West'' protagonist Sun Wukong) is a martial artist of incredible skill and renown, whose skills only grew stronger after dying at the hands of the villainous Saiyan Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb.<br />
<br />
The Saiyan - Early Namek Arc version of Goku flies into ''Dragon Ball FighterZ'' as a DLC character. Much like his Super Saiyan counterpart, he is a natural all-rounder with a variety of moves. While he doesn't have his Super Saiyan version's zoning or his SSGSS version's close-range game, he has his own quirks that set him apart from them and make him stand out.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Reliable buttons and specials with solid range and good utility all around.<br />
* Strongest level 3 in the game; does huge damage and has many ways he can combo into it from some other characters' supers, which gives Goku very easy ways to get incredible damage.<br />
* Kaio-ken is a very strong level 1 super, with a lot of damage and possibly even some mixup potential, as well as many ways to use it. This is amplified further by its enhanced versions, x3 Kaio-ken and x20 Kaio-ken.<br />
* Assist is useful for combo extensions as it causes wallbounce on hit, and also sends the opponent incredibly far, which can lead to good pressure.<br />
* 1 bar invincible reversal with Kaio-ken finisher<br />
| style="width: 50%;"|<br />
* Only one low (2M), which hurts his mixup game a lot.<br />
* Requires assists to make any of his strings safe.<br />
* Has difficulties for scoring a sliding knockdown.<br />
* While not a slow charge, Spirit Bomb's charge requirement can make it so you might not get the move often, and if you do you may only get level 1 or level 2.<br />
|}<br />
{{CharLinks-DBFZ|Goku}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5L.png |caption=''"Woah woah..."''<br />
|image2=DBFZ_Goku__5LL.png |caption2= ''"Stop..."''<br />
|image3=DBFZ_Goku__5LLL.png |caption3= '''''"Goku Time!"'''''<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Standard jab.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Knocks opponent lightly off their feet.<br />
* Good hit and block stun.<br />
* Can convert into 2M or 1S.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Causes wallbounce.<br />
* Hits both in front and behind Goku.<br />
* Leads into auto combo.<br />
* Can be used for corner loops in certain scenarios.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5M.png |caption= "''Kidney Punch!''"<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Short reach, but very quick.<br />
* Can connect with 5LL into jump cancel.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Short reaching 5H with a slightly quicker startup than most.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Can be repeated up to 6 times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv=-4<br />
|description=<br />
* Not a low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= |recovery= |frameAdv=-11<br />
|description=<br />
* Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLM2H instead to start a combo.<br />
* IAD j.S 2M has deceptively long range and can hit from almost fullscreen.<br />
* Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2H.png |caption= Not a DP<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-17<br />
|description=<br />
* Universal anti-air.<br />
* Poor horizontal reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2S.png |caption=''"Go, my children."''<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 17|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Can be aimed with 1/2/3S.<br />
* Does not track.<br />
After this is used twice, regardless of which versions are used, it will transition into 2SSS.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2SSS</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2SSS.png |caption= FOOTDIVE!<br />
|name=2SSS<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=-5<br />
|description=<br />
* Overhead after 2SS.<br />
* Causes a ground-bounce that can be combo'd after in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Short ranged normal. Mostly used during aerial blockstrings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= |recovery= |frameAdv=<br />
|description=<br />
* Good air to air normal. Can cross the opponent up, if delayed enough.<br />
Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H.<br />
<br />
Note: you can shorten the delay by inputting the directional input of your opponent (4 or 6). This is a universal mechanic.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Great jump-in normal and combo starter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Goku__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku fires a downward ki blast.<br />
* Halts Goku's momentum when used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku does an upward kick. Not an overhead in the air.<br />
* Deceptive horizontal reach. Good for quick mid air conversions after a mid air clash, i.e. super dash clash or blocking opponents super dash while in the air.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Heavy Elbow</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_HeavyElbow.png<br />
|caption= You're wide op- wait a sec, this isn't Ginyu! ''Or is it?''<br />
|input=236L/M/H (Air OK)<br />
|name=Heavy Elbow<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Can be used to end blockstrings safety.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=All<br />
|startup= 26 [28]|active= |recovery= |frameAdv= -5<br />
|description=<br />
* [] is for the aerial version.<br />
* Causes wallbounce.<br />
* Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=All<br />
|startup= 19|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Causes wallbounce.<br />
* Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Back Throw</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_BackThrow.png |caption= Silly Goku, thinking he can dunk like 16!<br />
|image2= DBFZ_Goku_BackThrow2.png |caption2="Weeeee!"<br />
|input=214L/M/H<br />
|name=Back Throw<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=700 |guard=Throw<br />
|startup= 23|active= |recovery= |frameAdv=<br />
|description=<br />
* Grabs and throw behind him.<br />
* Can be followed up with vanish.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
* Can be comboed into.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=700 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward before grabbing.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
The big range on this command grab allow it to be somewhat tricky if your opponent isn't expecting it, or if you can cover up the startup with an assist or something similar. It's hard to get big damage off of it regularly, but in Sparking Goku can get a lot more off of it, which helps a lot. Because of its slow startup, you can also just cancel it from a normal and have it grab the opponent because the blockstun ends by the time the actual throw comes out.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=700, 1000 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward like the M version.<br />
* Does the 2SSS animation on Smash hit and causes a ground bounce which can be followed up.<br />
* Only does 2SSS if no Smash has been used prior.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kamehameha.png<br />
|caption= ''Hawaiian King attack''.<br />
|input=236S (Air OK)<br />
|name=Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=1000 |guard=All<br />
|startup= 21|active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be aimed up or down like SS Goku.<br />
* Only hits once, but will still clash with other beams.<br />
* Wallbounces.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Everyone, lend me your energy!</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Everyone.png<br />
|caption= ''"De-de-de, de-de-de, de-de-do, I'ma charging my attack!"''<br />
|input=214S<br />
|name=Everyone, lend me your energy!<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup=22 |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be held for up to three levels.<br />
* Can call assists during charge.<br />
* Will build a small amount of meter for each level charged up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SpiritBomb.png<br />
|caption=''"Better use that thing that always works!"''<br />
|input=214S after gathering energy<br />
|name=Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Level 1<br />
|damage=0, 50*18, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 2<br />
|damage=0, 60*24, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 3<br />
|damage=0, 70*30, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* All version has minimum damage of 20%.<br />
* Homes in on the opponent. Cannot be superdashed through.<br />
* Any version can be followed up with an air combo by superdashing.<br />
* Level 1 and Level 2 can be connected into a combo by using 2SSS after explosion (possibly 1SS or 3SS depending on distance from opponent).<br />
* Level 3 carries high enough to combo into Super Spirit Bomb.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Goku_5LLL.png |caption= ''"I'll save ya again, best buddy!"''<br />
|input=A1/A2<br />
|name=5LLL<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes wallbounce and hits both in front and behind Goku.<br />
* Huge blockstun.<br />
Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Kaioken</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kaioken.png |caption= "''Now I want '''TOTAL POWER!!'''''"<br />
|image2=DBFZ_Goku_KaiokenFinisherLM.png |caption2= "''Kaio wha- '''AAAGH!!!'''''"<br />
|image3=DBFZ_Goku_KaiokenFinisherHS.png |caption3= '''''"KAIOKEN... TIMES FOUR!"'''''<br />
|input=236L+M or 236H+S<br />
|name=Kaioken<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Activation<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Kaioken will have 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.<br />
* On block or hit, any Kaioken followup can cancel into any other, except itself.<br />
* All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to hit from a solo combo.<br />
* The Kaioken enders can be used at any time, even as the first hit, but cannot be followed up.<br />
* Enders can be used even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit even with a full team).<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Staled<br />
|damage=600 |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Using a followup more than once in the string will cause it to be "staled," receiving reduced damage.<br />
* Beside staling, all Kaioken followups have 15% minimum damage, excluding enders.<br />
All staled moves deal the same amount of damage, so if you're not planning to mix Kaioken up, there's no reason why you shouldn't just mash L.<br />
<br />
In fact, alternating 5S, 5L into Finisher and x20 Kamehameha will do less than start with 5S then mash L (1720 compared with 1735).<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5L<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* First hit if nothing is input.<br />
* Mashing L will alternate between 5L and 2L.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2L<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Won't overshoot the opponent.<br />
* Vulnerable to Anti-Airs.<br />
* Due to sharing the same rolling animation as 5M, can be used as some sort of mixup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5M<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides if the opponent is less than a fullscreen away.<br />
* Invulnerable during startup.<br />
* Mashing M will alternate between 5M and 2M.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2M<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides on block if the opponent is less than a fullscreen away.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5H<br />
|damage=900 |guard=Ground Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides and wall bounces on hit.<br />
* Very long startup but deals the most damage, albeit not by much.<br />
* Can only be used once per string.<br />
Can be comboed into in the corner with L/M > 5S > 5H. Some characters can also DHC immediately into Kaioken 5H.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Stands still and shoots a Ki blast forward.<br />
* Common starter from sliding knockdowns due to the short startup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to 5S, but aims diagonally.<br />
* Can only combo into enders.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Kaioken Finisher |subtitle=L+M<br />
|damage=700, 700<br>Min: 105, 350 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Standard Kaioken ender.<br />
* Teleports to the opponent and is fully invincible on startup.<br />
* The second part only come out on hit.<br />
* Can cancel into Kaioken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down.<br />
* KOing with this triggers a special animation.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x3 Kaioken<br>Kamehameha |subtitle=H+S when one team<br>member is down<br />
|damage=250*15 [250*14]<br>Min: 52*15 [52*14] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* [] is when cancelling from Kaioken Finisher.<br />
* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed upwards.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x20 Kaioken<br>Kamehameha |subtitle=H+S when two team<br>members are down<br />
|damage=250*20<br>Min: 47*20 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* Fires a Kamehameha straight.<br />
* Tracks vertically.<br />
* Deals a hard knockdown regardless of height.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SuperSpiritBomb.png |caption= I'm so '''SORRY''' good sir but would you like a '''''small PORTION''''' of ''GENKI''?<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=100*N, 4200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Minimum damage in a combo is ~2050, give or take about 50 damage depending on the starter.<br />
* Very slow, and starts very high in the air.<br />
* If you do Super Spirit Bomb in the corner, Goku will teleport out and fire it into the corner.<br />
* Some characters can DHC into this, sometimes depending on screen position, so experiment with your team and find out what works! For example, SS Goku can combo into this with Warp Kamehameha, but only in the corner, while Beerus can combo into it anywhere and Vegeta can't combo into it at all.<br />
* Goku ''can'' combo into this by himself or with the help of assists, but it's often impractical to pull off in a real match. Thus to utilize its high damage, you'll need to build your team around DHC-ing into this Super.<br />
* While this is invincible on startup and not punishable on block, Goku is vulnerable while the Spirit Bomb is falling. This means the opponent can run under the Spirit Bomb to the other side of Goku and superdash up to him for a full combo.<br />
<br clear=all/><br />
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br><br />
* Like [[DBFZ/Broly#Gigantic_Meteor|Broly's Gigantic Meteor]], this Super also has "tiers," but a lot simpler. It doesn't have "auto-correct" shenanigans to keep the damage around a certain value, and the ball also tends to "stick around" making the first 2 tiers obsolete.<br />
* The descending part uses the current combo's scaling. The explosion has its unique minimum damages.<br />
* Unlike Broly which almost always has his combo scaled to 10%, Goku can have 15% scaled combos or inherit them from DHC, thus Spirit Bomb can deal up to 2100 scaled. But to keep it simple we'll only look at 10% scaled.<br />
* Also unlike Broly, Spirit Bomb's first hit will prorate the rest of the Super. So the following formulas are more accurately represented as something like<br />
100 + (100*14 + 4200)*0.9<br />
* [https://i.ibb.co/QPHkKMS/photo.png Look at this graph.]<br />
* Here are the tiers:<br />
'''1 to 16 hits'''<br />
* Raw damage is 100*0~15 + 4200. Ranging from 3880 to 5140.<br />
<br />
'''17 to 31 hits'''<br />
* Raw damage is 100*15 + 50*1~15 + 4200. Ranging from 5185 to 5815.<br />
* There's no way to test these tiers in a combo atm.<br />
<br />
'''32 to 60 hits'''<br />
* Raw damage is 100*15 + 50*15 + 25*1~29 + 3600. Ranging from 5297 to 5913.<br />
* Fully scaled (10%) is 10*15 + 5*15 + 2*1~29 + 1692. Ranging from 1919 to 1975.<br />
<br />
'''61 hits and up'''<br />
* Raw damage is 100*15 + 50*15 + 25*29 + 10*1~∞ + 3600. Increasing from 5922.<br />
* Fully scaled (10%) is 10*15 + 5*15 + 2*29 + 1*1~∞ + 1692. Increasing from 1976.<br />
* Note that a Super Spirit Bomb falling from the top of the playing field can only do ''83 hits'' (6120 raw and 1995 scaled).</div><br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Goku}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku&diff=106829DBFZ/Goku2019-01-26T19:01:15Z<p>42.113.252.224: /* Kaioken */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku<br />
|-<br />
||<br />
[[File:DBFZ_Goku_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Goku}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Snowball<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Son Goku (named directly after the Japanese naming of ''Journey to the West'' protagonist Sun Wukong) is a martial artist of incredible skill and renown, whose skills only grew stronger after dying at the hands of the villainous Saiyan Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb.<br />
<br />
The Saiyan - Early Namek Arc version of Goku flies into ''Dragon Ball FighterZ'' as a DLC character. Much like his Super Saiyan counterpart, he is a natural all-rounder with a variety of moves. While he doesn't have his Super Saiyan version's zoning or his SSGSS version's close-range game, he has his own quirks that set him apart from them and make him stand out.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Reliable buttons and specials with solid range and good utility all around.<br />
* Strongest level 3 in the game; does huge damage and has many ways he can combo into it from some other characters' supers, which gives Goku very easy ways to get incredible damage.<br />
* Kaio-ken is a very strong level 1 super, with a lot of damage and possibly even some mixup potential, as well as many ways to use it. This is amplified further by its enhanced versions, x3 Kaio-ken and x20 Kaio-ken.<br />
* Assist is useful for combo extensions as it causes wallbounce on hit, and also sends the opponent incredibly far, which can lead to good pressure.<br />
* 1 bar invincible reversal with Kaio-ken finisher<br />
| style="width: 50%;"|<br />
* Only one low (2M), which hurts his mixup game a lot.<br />
* Requires assists to make any of his strings safe.<br />
* Has difficulties for scoring a sliding knockdown.<br />
* While not a slow charge, Spirit Bomb's charge requirement can make it so you might not get the move often, and if you do you may only get level 1 or level 2.<br />
|}<br />
{{CharLinks-DBFZ|Goku}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5L.png |caption=''"Woah woah..."''<br />
|image2=DBFZ_Goku__5LL.png |caption2= ''"Stop..."''<br />
|image3=DBFZ_Goku__5LLL.png |caption3= '''''"Goku Time!"'''''<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Standard jab.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Knocks opponent lightly off their feet.<br />
* Good hit and block stun.<br />
* Can convert into 2M or 1S.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Causes wallbounce.<br />
* Hits both in front and behind Goku.<br />
* Leads into auto combo.<br />
* Can be used for corner loops in certain scenarios.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5M.png |caption= "''Kidney Punch!''"<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Short reach, but very quick.<br />
* Can connect with 5LL into jump cancel.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Short reaching 5H with a slightly quicker startup than most.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Can be repeated up to 6 times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv=-4<br />
|description=<br />
* Not a low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= |recovery= |frameAdv=-11<br />
|description=<br />
* Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLM2H instead to start a combo.<br />
* IAD j.S 2M has deceptively long range and can hit from almost fullscreen.<br />
* Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2H.png |caption= Not a DP<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-17<br />
|description=<br />
* Universal anti-air.<br />
* Poor horizontal reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2S.png |caption=''"Go, my children."''<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 17|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Can be aimed with 1/2/3S.<br />
* Does not track.<br />
After this is used twice, regardless of which versions are used, it will transition into 2SSS.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2SSS</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2SSS.png |caption= FOOTDIVE!<br />
|name=2SSS<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=-5<br />
|description=<br />
* Overhead after 2SS.<br />
* Causes a ground-bounce that can be combo'd after in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Short ranged normal. Mostly used during aerial blockstrings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= |recovery= |frameAdv=<br />
|description=<br />
* Good air to air normal. Can cross the opponent up, if delayed enough.<br />
Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H.<br />
<br />
Note: you can shorten the delay by inputting the directional input of your opponent (4 or 6). This is a universal mechanic.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Great jump-in normal and combo starter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Goku__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku fires a downward ki blast.<br />
* Halts Goku's momentum when used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku does an upward kick. Not an overhead in the air.<br />
* Deceptive horizontal reach. Good for quick mid air conversions after a mid air clash, i.e. super dash clash or blocking opponents super dash while in the air.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Heavy Elbow</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_HeavyElbow.png<br />
|caption= You're wide op- wait a sec, this isn't Ginyu! ''Or is it?''<br />
|input=236L/M/H (Air OK)<br />
|name=Heavy Elbow<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Can be used to end blockstrings safety.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=All<br />
|startup= 26 [28]|active= |recovery= |frameAdv= -5<br />
|description=<br />
* [] is for the aerial version.<br />
* Causes wallbounce.<br />
* Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=All<br />
|startup= 19|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Causes wallbounce.<br />
* Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Back Throw</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_BackThrow.png |caption= Silly Goku, thinking he can dunk like 16!<br />
|image2= DBFZ_Goku_BackThrow2.png |caption2="Weeeee!"<br />
|input=214L/M/H<br />
|name=Back Throw<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=700 |guard=Throw<br />
|startup= 23|active= |recovery= |frameAdv=<br />
|description=<br />
* Grabs and throw behind him.<br />
* Can be followed up with vanish.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
* Can be comboed into.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=700 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward before grabbing.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
The big range on this command grab allow it to be somewhat tricky if your opponent isn't expecting it, or if you can cover up the startup with an assist or something similar. It's hard to get big damage off of it regularly, but in Sparking Goku can get a lot more off of it, which helps a lot. Because of its slow startup, you can also just cancel it from a normal and have it grab the opponent because the blockstun ends by the time the actual throw comes out.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=700, 1000 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward like the M version.<br />
* Does the 2SSS animation on Smash hit and causes a ground bounce which can be followed up.<br />
* Only does 2SSS if no Smash has been used prior.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kamehameha.png<br />
|caption= ''Hawaiian King attack''.<br />
|input=236S (Air OK)<br />
|name=Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=1000 |guard=All<br />
|startup= 21|active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be aimed up or down like SS Goku.<br />
* Only hits once, but will still clash with other beams.<br />
* Wallbounces.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Everyone, lend me your energy!</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Everyone.png<br />
|caption= ''"De-de-de, de-de-de, de-de-do, I'ma charging my attack!"''<br />
|input=214S<br />
|name=Everyone, lend me your energy!<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup=22 |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be held for up to three levels.<br />
* Can call assists during charge.<br />
* Will build a small amount of meter for each level charged up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SpiritBomb.png<br />
|caption=''"Better use that thing that always works!"''<br />
|input=214S after gathering energy<br />
|name=Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Level 1<br />
|damage=0, 50*18, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 2<br />
|damage=0, 60*24, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 3<br />
|damage=0, 70*30, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* All version has minimum damage of 20%.<br />
* Homes in on the opponent. Cannot be superdashed through.<br />
* Any version can be followed up with an air combo by superdashing.<br />
* Level 1 and Level 2 can be connected into a combo by using 2SSS after explosion (possibly 1SS or 3SS depending on distance from opponent).<br />
* Level 3 carries high enough to combo into Super Spirit Bomb.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Goku_5LLL.png |caption= ''"I'll save ya again, best buddy!"''<br />
|input=A1/A2<br />
|name=5LLL<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes wallbounce and hits both in front and behind Goku.<br />
* Huge blockstun.<br />
Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Kaioken</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kaioken.png |caption= "''Now I want '''TOTAL POWER!!'''''"<br />
|image2=DBFZ_Goku_KaiokenFinisherLM.png |caption2= "''Kaio wha- '''AAAGH!!!'''''"<br />
|image3=DBFZ_Goku_KaiokenFinisherHS.png |caption3= '''''"KAIOKEN... TIMES FOUR!"'''''<br />
|input=236L+M or 236H+S<br />
|name=Kaioken<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Activation<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Kaioken will have 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.<br />
* On block or hit, any Kaioken followup can cancel into any other, except itself.<br />
* All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to hit from a solo combo.<br />
* The Kaioken enders can be used at any time, even as the first hit, but cannot be followed up.<br />
* Enders can be used even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit even with a full team).<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Staled<br />
|damage=600 |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Using a followup more than once in the string will cause it to be "staled," receiving reduced damage.<br />
* Beside staling, all Kaioken followups have 15% minimum damage, excluding enders.<br />
All staled moves deal the same amount of damage, so if you're not planning to mix Kaioken up, there's no reason why you shouldn't just mash L.<br />
<br />
In fact, alternating 5S, 5L into Finisher and x20 Kamehameha will do less than start with 5S then mash L (1720 compared with 1735).<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5L<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* First hit if nothing is input.<br />
* Mashing L will alternate between 5L and 2L.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2L<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Won't overshoot the opponent.<br />
* Vulnerable to Anti-Airs.<br />
* Due to sharing the same rolling animation as 5M, can be used as some sort of mixup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5M<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides if the opponent is less than a fullscreen away.<br />
* Invulnerable during startup.<br />
* Mashing M will alternate between 5M and 2M.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2M<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides on block if the opponent is less than a fullscreen away.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5H<br />
|damage=900 |guard=Ground Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides and wall bounces on hit.<br />
* Very long startup but deals the most damage, albeit not by much.<br />
* Can only be used once per string.<br />
Can be comboed into in the corner with L/M > 5S > 5H. Some characters can also DHC immediately into Kaioken 5H.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Stands still and shoots a Ki blast forward.<br />
* Common starter from sliding knockdowns due to the short startup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to 5S, but aims diagonally.<br />
* Can only combo into enders.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Kaioken Finisher |subtitle=L+M<br />
|damage=700, 700<br>Min: 105, 350 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Standard Kaioken ender.<br />
* Teleports to the opponent and is fully invincible on startup.<br />
* The second part only come out on hit.<br />
* Can cancel into Kaioken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down.<br />
* KOing with this triggers a special animation.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x3 Kaioken<br>Kamehameha |subtitle=H+S when one team<br>member is down<br />
|damage=250*15 [250*14]<br>Min: 52*15 [52*14] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* [] is when cancelling from Kaioken Finisher.<br />
* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed upwards.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x20 Kaioken<br>Kamehameha |subtitle=H+S when two team<br>members are down<br />
|damage=250*20<br>Min: 47*20 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* Fires a Kamehameha straight.<br />
* Tracks vertically.<br />
* Deals a hard knockdown regardless of height.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SuperSpiritBomb.png |caption= I'm so '''SORRY''' good sir but would you like a '''''small PORTION''''' of ''GENKI''?<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=100*N, 4200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Very slow, and starts very high in the air.<br />
* If you do Super Spirit Bomb in the corner, Goku will teleport out and fire it into the corner.<br />
* Minimum damage in a combo is ~2050, give or take about 50 damage depending on the starter.<br />
* Some characters can DHC into this, sometimes depending on screen position, so experiment with your team and find out what works! For example, SS Goku can combo into this with Warp Kamehameha, but only in the corner, while Beerus can combo into it anywhere and Vegeta can't combo into it at all.<br />
* Goku ''can'' combo into this by himself or with the help of assists, but it's often impractical to pull off in a real match. Thus to utilize its high damage, you'll need to build your team around DHC-ing into this Super.<br />
* While this is invincible on startup and not punishable on block, Goku is vulnerable while the Spirit Bomb is falling. This means the opponent can run under the Spirit Bomb to the other side of Goku and superdash up to him for a full combo.<br />
<br clear=all/><br />
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br><br />
* Like [[DBFZ/Broly#Gigantic_Meteor|Broly's Gigantic Meteor]], this Super also has "tiers," but a lot simpler. The ball also tends to "stick around" making the first 2 tiers obsolete.<br />
* The descending part uses the current combo's scaling. The explosion has its unique minimum damages.<br />
* Unlike Broly which almost always has his combo scaled to 10%, Goku can have 15% scaled combos or inherit them from DHC, thus Spirit Bomb can deal up to 2110 scaled. But to keep it simple we'll only look at 10% scaled.<br />
* Also unlike Broly, Spirit Bomb's first hit will prorate the rest of the Super. So the following formulas are more accurately represented as something like<br />
100 + (100*14 + 4200)*0.9<br />
* [https://i.ibb.co/J5nCMRn/photo.png Look at this graph.]<br />
* Here are the tiers:<br />
'''1 to 16 hits'''<br />
* Raw damage is 100*0~15 + 4200. Ranging from 3880 to 5140.<br />
<br />
'''17 to 31 hits'''<br />
* Raw damage is 100*15 + 50*1~15 + 4200. Ranging from 5185 to 5815.<br />
* There's no way to test these tiers in a combo atm.<br />
<br />
'''32 to 60 hits'''<br />
* Raw damage is 100*15 + 50*15 + 25*1~29 + 3600. Ranging from 5297 to 5913.<br />
* Fully scaled (10%) is 10*15 + 5*15 + 2*1~29 + 1692. Ranging from 1919 to 1975.<br />
<br />
'''61 hits and up'''<br />
* Raw damage is 100*15 + 50*15 + 25*29 + 10*1~∞ + 3600. Increasing from 5922.<br />
* Fully scaled (10%) is 10*15 + 5*15 + 2*29 + 1*1~∞ + 1692. Increasing from 1976.<br />
* Note that a Super Spirit Bomb falling from the top of the playing field can only do ''83 hits'' (6120 raw and 1995 scaled).</div><br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Goku}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku&diff=106828DBFZ/Goku2019-01-26T18:58:57Z<p>42.113.252.224: /* Kaioken */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku<br />
|-<br />
||<br />
[[File:DBFZ_Goku_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Goku}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Snowball<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Son Goku (named directly after the Japanese naming of ''Journey to the West'' protagonist Sun Wukong) is a martial artist of incredible skill and renown, whose skills only grew stronger after dying at the hands of the villainous Saiyan Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb.<br />
<br />
The Saiyan - Early Namek Arc version of Goku flies into ''Dragon Ball FighterZ'' as a DLC character. Much like his Super Saiyan counterpart, he is a natural all-rounder with a variety of moves. While he doesn't have his Super Saiyan version's zoning or his SSGSS version's close-range game, he has his own quirks that set him apart from them and make him stand out.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Reliable buttons and specials with solid range and good utility all around.<br />
* Strongest level 3 in the game; does huge damage and has many ways he can combo into it from some other characters' supers, which gives Goku very easy ways to get incredible damage.<br />
* Kaio-ken is a very strong level 1 super, with a lot of damage and possibly even some mixup potential, as well as many ways to use it. This is amplified further by its enhanced versions, x3 Kaio-ken and x20 Kaio-ken.<br />
* Assist is useful for combo extensions as it causes wallbounce on hit, and also sends the opponent incredibly far, which can lead to good pressure.<br />
* 1 bar invincible reversal with Kaio-ken finisher<br />
| style="width: 50%;"|<br />
* Only one low (2M), which hurts his mixup game a lot.<br />
* Requires assists to make any of his strings safe.<br />
* Has difficulties for scoring a sliding knockdown.<br />
* While not a slow charge, Spirit Bomb's charge requirement can make it so you might not get the move often, and if you do you may only get level 1 or level 2.<br />
|}<br />
{{CharLinks-DBFZ|Goku}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5L.png |caption=''"Woah woah..."''<br />
|image2=DBFZ_Goku__5LL.png |caption2= ''"Stop..."''<br />
|image3=DBFZ_Goku__5LLL.png |caption3= '''''"Goku Time!"'''''<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Standard jab.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Knocks opponent lightly off their feet.<br />
* Good hit and block stun.<br />
* Can convert into 2M or 1S.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Causes wallbounce.<br />
* Hits both in front and behind Goku.<br />
* Leads into auto combo.<br />
* Can be used for corner loops in certain scenarios.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5M.png |caption= "''Kidney Punch!''"<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Short reach, but very quick.<br />
* Can connect with 5LL into jump cancel.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Short reaching 5H with a slightly quicker startup than most.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Can be repeated up to 6 times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv=-4<br />
|description=<br />
* Not a low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= |recovery= |frameAdv=-11<br />
|description=<br />
* Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLM2H instead to start a combo.<br />
* IAD j.S 2M has deceptively long range and can hit from almost fullscreen.<br />
* Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2H.png |caption= Not a DP<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-17<br />
|description=<br />
* Universal anti-air.<br />
* Poor horizontal reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2S.png |caption=''"Go, my children."''<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 17|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Can be aimed with 1/2/3S.<br />
* Does not track.<br />
After this is used twice, regardless of which versions are used, it will transition into 2SSS.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2SSS</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2SSS.png |caption= FOOTDIVE!<br />
|name=2SSS<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=-5<br />
|description=<br />
* Overhead after 2SS.<br />
* Causes a ground-bounce that can be combo'd after in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Short ranged normal. Mostly used during aerial blockstrings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= |recovery= |frameAdv=<br />
|description=<br />
* Good air to air normal. Can cross the opponent up, if delayed enough.<br />
Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H.<br />
<br />
Note: you can shorten the delay by inputting the directional input of your opponent (4 or 6). This is a universal mechanic.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Great jump-in normal and combo starter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Goku__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku fires a downward ki blast.<br />
* Halts Goku's momentum when used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku does an upward kick. Not an overhead in the air.<br />
* Deceptive horizontal reach. Good for quick mid air conversions after a mid air clash, i.e. super dash clash or blocking opponents super dash while in the air.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Heavy Elbow</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_HeavyElbow.png<br />
|caption= You're wide op- wait a sec, this isn't Ginyu! ''Or is it?''<br />
|input=236L/M/H (Air OK)<br />
|name=Heavy Elbow<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Can be used to end blockstrings safety.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=All<br />
|startup= 26 [28]|active= |recovery= |frameAdv= -5<br />
|description=<br />
* [] is for the aerial version.<br />
* Causes wallbounce.<br />
* Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=All<br />
|startup= 19|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Causes wallbounce.<br />
* Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Back Throw</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_BackThrow.png |caption= Silly Goku, thinking he can dunk like 16!<br />
|image2= DBFZ_Goku_BackThrow2.png |caption2="Weeeee!"<br />
|input=214L/M/H<br />
|name=Back Throw<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=700 |guard=Throw<br />
|startup= 23|active= |recovery= |frameAdv=<br />
|description=<br />
* Grabs and throw behind him.<br />
* Can be followed up with vanish.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
* Can be comboed into.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=700 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward before grabbing.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
The big range on this command grab allow it to be somewhat tricky if your opponent isn't expecting it, or if you can cover up the startup with an assist or something similar. It's hard to get big damage off of it regularly, but in Sparking Goku can get a lot more off of it, which helps a lot. Because of its slow startup, you can also just cancel it from a normal and have it grab the opponent because the blockstun ends by the time the actual throw comes out.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=700, 1000 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward like the M version.<br />
* Does the 2SSS animation on Smash hit and causes a ground bounce which can be followed up.<br />
* Only does 2SSS if no Smash has been used prior.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kamehameha.png<br />
|caption= ''Hawaiian King attack''.<br />
|input=236S (Air OK)<br />
|name=Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=1000 |guard=All<br />
|startup= 21|active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be aimed up or down like SS Goku.<br />
* Only hits once, but will still clash with other beams.<br />
* Wallbounces.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Everyone, lend me your energy!</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Everyone.png<br />
|caption= ''"De-de-de, de-de-de, de-de-do, I'ma charging my attack!"''<br />
|input=214S<br />
|name=Everyone, lend me your energy!<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup=22 |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be held for up to three levels.<br />
* Can call assists during charge.<br />
* Will build a small amount of meter for each level charged up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SpiritBomb.png<br />
|caption=''"Better use that thing that always works!"''<br />
|input=214S after gathering energy<br />
|name=Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Level 1<br />
|damage=0, 50*18, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 2<br />
|damage=0, 60*24, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 3<br />
|damage=0, 70*30, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* All version has minimum damage of 20%.<br />
* Homes in on the opponent. Cannot be superdashed through.<br />
* Any version can be followed up with an air combo by superdashing.<br />
* Level 1 and Level 2 can be connected into a combo by using 2SSS after explosion (possibly 1SS or 3SS depending on distance from opponent).<br />
* Level 3 carries high enough to combo into Super Spirit Bomb.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Goku_5LLL.png |caption= ''"I'll save ya again, best buddy!"''<br />
|input=A1/A2<br />
|name=5LLL<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes wallbounce and hits both in front and behind Goku.<br />
* Huge blockstun.<br />
Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Kaioken</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kaioken.png |caption= "''Now I want '''TOTAL POWER!!'''''"<br />
|image2=DBFZ_Goku_KaiokenFinisherLM.png |caption2= "''Kaio wha- '''AAAGH!!!'''''"<br />
|image3=DBFZ_Goku_KaiokenFinisherHS.png |caption3= '''''"KAIOKEN... TIMES FOUR!"'''''<br />
|input=236L+M or 236H+S<br />
|name=Kaioken<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Activation<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Kaioken will have 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.<br />
* On block or hit, any Kaioken followup can cancel into any other, except itself.<br />
* All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to hit from a solo combo.<br />
* The Kaioken enders can be used at any time, even as the first hit, but cannot be followed up.<br />
* Enders can be used even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit even with a full team).<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Staled<br />
|damage=600 |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Using a followup more than once in the string will cause it to be "staled," receiving reduced damage.<br />
* Beside staling, Kaioken followups have 15% minimum damage, excluding enders.<br />
All staled moves deal the same amount of damage, so if you're not planning to mix Kaioken up, there's no reason why you shouldn't just mash L.<br />
<br />
In fact, alternating 5S, 5L into Finisher and x20 Kamehameha will do less than start with 5S then mash L (1720 compared with 1735).<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5L<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* First hit if nothing is input.<br />
* Mashing L will alternate between 5L and 2L.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2L<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Won't overshoot the opponent.<br />
* Vulnerable to Anti-Airs.<br />
* Due to sharing the same rolling animation as 5M, can be used as some sort of mixup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5M<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides if the opponent is less than a fullscreen away.<br />
* Invulnerable during startup.<br />
* Mashing M will alternate between 5M and 2M.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2M<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides on block if the opponent is less than a fullscreen away.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5H<br />
|damage=900 |guard=Ground Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides and wall bounces on hit.<br />
* Very long startup but deals the most damage, albeit not by much.<br />
* Can only be used once per string.<br />
Can be comboed into in the corner with L/M > 5S > 5H. Some characters can also DHC immediately into Kaioken 5H.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Stands still and shoots a Ki blast forward.<br />
* Common starter from sliding knockdowns due to the short startup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to 5S, but aims diagonally.<br />
* Can only combo into enders.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Kaioken Finisher |subtitle=L+M<br />
|damage=700, 700<br>Min: 105, 350 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Standard Kaioken ender.<br />
* Teleports to the opponent and is fully invincible on startup.<br />
* The second part only come out on hit.<br />
* Can cancel into Kaioken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down.<br />
* KOing with this triggers a special animation.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x3 Kaioken<br>Kamehameha |subtitle=H+S when one team<br>member is down<br />
|damage=250*15 [250*14]<br>Min: 52*15 [52*14] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* [] is when cancelling from Kaioken Finisher.<br />
* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed upwards.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x20 Kaioken<br>Kamehameha |subtitle=H+S when two team<br>members are down<br />
|damage=250*20<br>Min: 47*20 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* Fires a Kamehameha straight.<br />
* Tracks vertically.<br />
* Deals a hard knockdown regardless of height.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SuperSpiritBomb.png |caption= I'm so '''SORRY''' good sir but would you like a '''''small PORTION''''' of ''GENKI''?<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=100*N, 4200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Very slow, and starts very high in the air.<br />
* If you do Super Spirit Bomb in the corner, Goku will teleport out and fire it into the corner.<br />
* Minimum damage in a combo is ~2050, give or take about 50 damage depending on the starter.<br />
* Some characters can DHC into this, sometimes depending on screen position, so experiment with your team and find out what works! For example, SS Goku can combo into this with Warp Kamehameha, but only in the corner, while Beerus can combo into it anywhere and Vegeta can't combo into it at all.<br />
* Goku ''can'' combo into this by himself or with the help of assists, but it's often impractical to pull off in a real match. Thus to utilize its high damage, you'll need to build your team around DHC-ing into this Super.<br />
* While this is invincible on startup and not punishable on block, Goku is vulnerable while the Spirit Bomb is falling. This means the opponent can run under the Spirit Bomb to the other side of Goku and superdash up to him for a full combo.<br />
<br clear=all/><br />
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br><br />
* Like [[DBFZ/Broly#Gigantic_Meteor|Broly's Gigantic Meteor]], this Super also has "tiers," but a lot simpler. The ball also tends to "stick around" making the first 2 tiers obsolete.<br />
* The descending part uses the current combo's scaling. The explosion has its unique minimum damages.<br />
* Unlike Broly which almost always has his combo scaled to 10%, Goku can have 15% scaled combos or inherit them from DHC, thus Spirit Bomb can deal up to 2110 scaled. But to keep it simple we'll only look at 10% scaled.<br />
* Also unlike Broly, Spirit Bomb's first hit will prorate the rest of the Super. So the following formulas are more accurately represented as something like<br />
100 + (100*14 + 4200)*0.9<br />
* [https://i.ibb.co/J5nCMRn/photo.png Look at this graph.]<br />
* Here are the tiers:<br />
'''1 to 16 hits'''<br />
* Raw damage is 100*0~15 + 4200. Ranging from 3880 to 5140.<br />
<br />
'''17 to 31 hits'''<br />
* Raw damage is 100*15 + 50*1~15 + 4200. Ranging from 5185 to 5815.<br />
* There's no way to test these tiers in a combo atm.<br />
<br />
'''32 to 60 hits'''<br />
* Raw damage is 100*15 + 50*15 + 25*1~29 + 3600. Ranging from 5297 to 5913.<br />
* Fully scaled (10%) is 10*15 + 5*15 + 2*1~29 + 1692. Ranging from 1919 to 1975.<br />
<br />
'''61 hits and up'''<br />
* Raw damage is 100*15 + 50*15 + 25*29 + 10*1~∞ + 3600. Increasing from 5922.<br />
* Fully scaled (10%) is 10*15 + 5*15 + 2*29 + 1*1~∞ + 1692. Increasing from 1976.<br />
* Note that a Super Spirit Bomb falling from the top of the playing field can only do ''83 hits'' (6120 raw and 1995 scaled).</div><br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Goku}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku&diff=106827DBFZ/Goku2019-01-26T18:58:20Z<p>42.113.252.224: /* Kaioken */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku<br />
|-<br />
||<br />
[[File:DBFZ_Goku_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Goku}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Snowball<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Son Goku (named directly after the Japanese naming of ''Journey to the West'' protagonist Sun Wukong) is a martial artist of incredible skill and renown, whose skills only grew stronger after dying at the hands of the villainous Saiyan Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb.<br />
<br />
The Saiyan - Early Namek Arc version of Goku flies into ''Dragon Ball FighterZ'' as a DLC character. Much like his Super Saiyan counterpart, he is a natural all-rounder with a variety of moves. While he doesn't have his Super Saiyan version's zoning or his SSGSS version's close-range game, he has his own quirks that set him apart from them and make him stand out.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Reliable buttons and specials with solid range and good utility all around.<br />
* Strongest level 3 in the game; does huge damage and has many ways he can combo into it from some other characters' supers, which gives Goku very easy ways to get incredible damage.<br />
* Kaio-ken is a very strong level 1 super, with a lot of damage and possibly even some mixup potential, as well as many ways to use it. This is amplified further by its enhanced versions, x3 Kaio-ken and x20 Kaio-ken.<br />
* Assist is useful for combo extensions as it causes wallbounce on hit, and also sends the opponent incredibly far, which can lead to good pressure.<br />
* 1 bar invincible reversal with Kaio-ken finisher<br />
| style="width: 50%;"|<br />
* Only one low (2M), which hurts his mixup game a lot.<br />
* Requires assists to make any of his strings safe.<br />
* Has difficulties for scoring a sliding knockdown.<br />
* While not a slow charge, Spirit Bomb's charge requirement can make it so you might not get the move often, and if you do you may only get level 1 or level 2.<br />
|}<br />
{{CharLinks-DBFZ|Goku}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5L.png |caption=''"Woah woah..."''<br />
|image2=DBFZ_Goku__5LL.png |caption2= ''"Stop..."''<br />
|image3=DBFZ_Goku__5LLL.png |caption3= '''''"Goku Time!"'''''<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Standard jab.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Knocks opponent lightly off their feet.<br />
* Good hit and block stun.<br />
* Can convert into 2M or 1S.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Causes wallbounce.<br />
* Hits both in front and behind Goku.<br />
* Leads into auto combo.<br />
* Can be used for corner loops in certain scenarios.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5M.png |caption= "''Kidney Punch!''"<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Short reach, but very quick.<br />
* Can connect with 5LL into jump cancel.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Short reaching 5H with a slightly quicker startup than most.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Can be repeated up to 6 times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv=-4<br />
|description=<br />
* Not a low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= |recovery= |frameAdv=-11<br />
|description=<br />
* Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLM2H instead to start a combo.<br />
* IAD j.S 2M has deceptively long range and can hit from almost fullscreen.<br />
* Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2H.png |caption= Not a DP<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-17<br />
|description=<br />
* Universal anti-air.<br />
* Poor horizontal reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2S.png |caption=''"Go, my children."''<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 17|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Can be aimed with 1/2/3S.<br />
* Does not track.<br />
After this is used twice, regardless of which versions are used, it will transition into 2SSS.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2SSS</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2SSS.png |caption= FOOTDIVE!<br />
|name=2SSS<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=-5<br />
|description=<br />
* Overhead after 2SS.<br />
* Causes a ground-bounce that can be combo'd after in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Short ranged normal. Mostly used during aerial blockstrings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= |recovery= |frameAdv=<br />
|description=<br />
* Good air to air normal. Can cross the opponent up, if delayed enough.<br />
Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H.<br />
<br />
Note: you can shorten the delay by inputting the directional input of your opponent (4 or 6). This is a universal mechanic.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Great jump-in normal and combo starter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Goku__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku fires a downward ki blast.<br />
* Halts Goku's momentum when used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku does an upward kick. Not an overhead in the air.<br />
* Deceptive horizontal reach. Good for quick mid air conversions after a mid air clash, i.e. super dash clash or blocking opponents super dash while in the air.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Heavy Elbow</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_HeavyElbow.png<br />
|caption= You're wide op- wait a sec, this isn't Ginyu! ''Or is it?''<br />
|input=236L/M/H (Air OK)<br />
|name=Heavy Elbow<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Can be used to end blockstrings safety.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=All<br />
|startup= 26 [28]|active= |recovery= |frameAdv= -5<br />
|description=<br />
* [] is for the aerial version.<br />
* Causes wallbounce.<br />
* Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=All<br />
|startup= 19|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Causes wallbounce.<br />
* Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Back Throw</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_BackThrow.png |caption= Silly Goku, thinking he can dunk like 16!<br />
|image2= DBFZ_Goku_BackThrow2.png |caption2="Weeeee!"<br />
|input=214L/M/H<br />
|name=Back Throw<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=700 |guard=Throw<br />
|startup= 23|active= |recovery= |frameAdv=<br />
|description=<br />
* Grabs and throw behind him.<br />
* Can be followed up with vanish.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
* Can be comboed into.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=700 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward before grabbing.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
The big range on this command grab allow it to be somewhat tricky if your opponent isn't expecting it, or if you can cover up the startup with an assist or something similar. It's hard to get big damage off of it regularly, but in Sparking Goku can get a lot more off of it, which helps a lot. Because of its slow startup, you can also just cancel it from a normal and have it grab the opponent because the blockstun ends by the time the actual throw comes out.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=700, 1000 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward like the M version.<br />
* Does the 2SSS animation on Smash hit and causes a ground bounce which can be followed up.<br />
* Only does 2SSS if no Smash has been used prior.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kamehameha.png<br />
|caption= ''Hawaiian King attack''.<br />
|input=236S (Air OK)<br />
|name=Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=1000 |guard=All<br />
|startup= 21|active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be aimed up or down like SS Goku.<br />
* Only hits once, but will still clash with other beams.<br />
* Wallbounces.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Everyone, lend me your energy!</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Everyone.png<br />
|caption= ''"De-de-de, de-de-de, de-de-do, I'ma charging my attack!"''<br />
|input=214S<br />
|name=Everyone, lend me your energy!<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup=22 |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be held for up to three levels.<br />
* Can call assists during charge.<br />
* Will build a small amount of meter for each level charged up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SpiritBomb.png<br />
|caption=''"Better use that thing that always works!"''<br />
|input=214S after gathering energy<br />
|name=Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Level 1<br />
|damage=0, 50*18, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 2<br />
|damage=0, 60*24, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 3<br />
|damage=0, 70*30, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* All version has minimum damage of 20%.<br />
* Homes in on the opponent. Cannot be superdashed through.<br />
* Any version can be followed up with an air combo by superdashing.<br />
* Level 1 and Level 2 can be connected into a combo by using 2SSS after explosion (possibly 1SS or 3SS depending on distance from opponent).<br />
* Level 3 carries high enough to combo into Super Spirit Bomb.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Goku_5LLL.png |caption= ''"I'll save ya again, best buddy!"''<br />
|input=A1/A2<br />
|name=5LLL<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes wallbounce and hits both in front and behind Goku.<br />
* Huge blockstun.<br />
Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Kaioken</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kaioken.png |caption= "''Now I want '''TOTAL POWER!!'''''"<br />
|image2=DBFZ_Goku_KaiokenFinisherLM.png |caption2= "''Kaio wha- '''AAAGH!!!'''''"<br />
|image3=DBFZ_Goku_KaiokenFinisherHS.png |caption3= '''''"KAIOKEN... TIMES FOUR!"'''''<br />
|input=236L+M or 236H+S<br />
|name=Kaioken<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Activation<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Kaioken will have 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.<br />
* On block or hit, any Kaioken followup can cancel into any other, except itself.<br />
* All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to hit from a solo combo.<br />
* The Kaioken enders can be used at any time, even as the first hit, but cannot be followed up.<br />
* Enders can be used even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit even with a full team).<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Staled<br />
|damage=600 |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Using a followup more than once in the string will cause it to be "staled," receiving reduced damage.<br />
* Beside staling, Kaioken followups have 15% minimum damage, excluding enders.<br />
All staled moves deal the same amount of damage, so if you're not planning to mix Kaioken up, there's no reason why you shouldn't just mash L.<br />
<br />
In fact, alternating 5S, 5L into L+M into x20 Kamehameha will do less than start with 5S then mash L (1720 compared with 1735).<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5L<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* First hit if nothing is input.<br />
* Mashing L will alternate between 5L and 2L.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2L<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Won't overshoot the opponent.<br />
* Vulnerable to Anti-Airs.<br />
* Due to sharing the same rolling animation as 5M, can be used as some sort of mixup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5M<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides if the opponent is less than a fullscreen away.<br />
* Invulnerable during startup.<br />
* Mashing M will alternate between 5M and 2M.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2M<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides on block if the opponent is less than a fullscreen away.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5H<br />
|damage=900 |guard=Ground Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides and wall bounces on hit.<br />
* Very long startup but deals the most damage, albeit not by much.<br />
* Can only be used once per string.<br />
Can be comboed into in the corner with L/M > 5S > 5H. Some characters can also DHC immediately into Kaioken 5H.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Stands still and shoots a Ki blast forward.<br />
* Common starter from sliding knockdowns due to the short startup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to 5S, but aims diagonally.<br />
* Can only combo into enders.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Kaioken Finisher |subtitle=L+M<br />
|damage=700, 700<br>Min: 105, 350 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Standard Kaioken ender.<br />
* Teleports to the opponent and is fully invincible on startup.<br />
* The second part only come out on hit.<br />
* Can cancel into Kaioken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down.<br />
* KOing with this triggers a special animation.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x3 Kaioken<br>Kamehameha |subtitle=H+S when one team<br>member is down<br />
|damage=250*15 [250*14]<br>Min: 52*15 [52*14] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* [] is when cancelling from Kaioken Finisher.<br />
* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed upwards.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x20 Kaioken<br>Kamehameha |subtitle=H+S when two team<br>members are down<br />
|damage=250*20<br>Min: 47*20 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* Fires a Kamehameha straight.<br />
* Tracks vertically.<br />
* Deals a hard knockdown regardless of height.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SuperSpiritBomb.png |caption= I'm so '''SORRY''' good sir but would you like a '''''small PORTION''''' of ''GENKI''?<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=100*N, 4200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Very slow, and starts very high in the air.<br />
* If you do Super Spirit Bomb in the corner, Goku will teleport out and fire it into the corner.<br />
* Minimum damage in a combo is ~2050, give or take about 50 damage depending on the starter.<br />
* Some characters can DHC into this, sometimes depending on screen position, so experiment with your team and find out what works! For example, SS Goku can combo into this with Warp Kamehameha, but only in the corner, while Beerus can combo into it anywhere and Vegeta can't combo into it at all.<br />
* Goku ''can'' combo into this by himself or with the help of assists, but it's often impractical to pull off in a real match. Thus to utilize its high damage, you'll need to build your team around DHC-ing into this Super.<br />
* While this is invincible on startup and not punishable on block, Goku is vulnerable while the Spirit Bomb is falling. This means the opponent can run under the Spirit Bomb to the other side of Goku and superdash up to him for a full combo.<br />
<br clear=all/><br />
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br><br />
* Like [[DBFZ/Broly#Gigantic_Meteor|Broly's Gigantic Meteor]], this Super also has "tiers," but a lot simpler. The ball also tends to "stick around" making the first 2 tiers obsolete.<br />
* The descending part uses the current combo's scaling. The explosion has its unique minimum damages.<br />
* Unlike Broly which almost always has his combo scaled to 10%, Goku can have 15% scaled combos or inherit them from DHC, thus Spirit Bomb can deal up to 2110 scaled. But to keep it simple we'll only look at 10% scaled.<br />
* Also unlike Broly, Spirit Bomb's first hit will prorate the rest of the Super. So the following formulas are more accurately represented as something like<br />
100 + (100*14 + 4200)*0.9<br />
* [https://i.ibb.co/J5nCMRn/photo.png Look at this graph.]<br />
* Here are the tiers:<br />
'''1 to 16 hits'''<br />
* Raw damage is 100*0~15 + 4200. Ranging from 3880 to 5140.<br />
<br />
'''17 to 31 hits'''<br />
* Raw damage is 100*15 + 50*1~15 + 4200. Ranging from 5185 to 5815.<br />
* There's no way to test these tiers in a combo atm.<br />
<br />
'''32 to 60 hits'''<br />
* Raw damage is 100*15 + 50*15 + 25*1~29 + 3600. Ranging from 5297 to 5913.<br />
* Fully scaled (10%) is 10*15 + 5*15 + 2*1~29 + 1692. Ranging from 1919 to 1975.<br />
<br />
'''61 hits and up'''<br />
* Raw damage is 100*15 + 50*15 + 25*29 + 10*1~∞ + 3600. Increasing from 5922.<br />
* Fully scaled (10%) is 10*15 + 5*15 + 2*29 + 1*1~∞ + 1692. Increasing from 1976.<br />
* Note that a Super Spirit Bomb falling from the top of the playing field can only do ''83 hits'' (6120 raw and 1995 scaled).</div><br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Goku}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Cooler&diff=106826DBFZ/Cooler2019-01-26T18:12:38Z<p>42.113.252.224: /* Atomic Supernova */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Cooler<br />
|-<br />
||<br />
[[File:DBFZ_Cooler_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Cooler}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Cooler is Frieza's older brother and the eldest son of King Cold. After hearing of the demise of his brother, Cooler went to Earth to kill the Saiyan responsible for it, not out of family love, but honor, as he always considered himself superior to his little brother, and to show it, he developed his own transformation to surpass Frieza. Even with his new transformation, he would still be vanquished by the selfsame Saiyan that defeated his younger brother.<br />
<br />
Cooler forces his way into ''Dragon Ball FighterZ'' as a DLC character, sporting a barbaric style in contrast to that of his brother: whereas Frieza likes to control the battlefield on his own terms, Cooler likes to dominate it with oppressive power.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Some attacks and super moves can overpower projectiles, or have incredibly high hitstun.<br />
* Long ranged attacks, some can even reach the entire stage<br />
* Lots of strong corner carry options, especially 5H, which help sets up for better positioning that will almost always lead to the corner.<br />
* Excellent defensive options with an invincible reversal that can be done in the air and a counter-based level 3 that will beat safejump setups if timed right.<br />
* Any stray hit can easily be comboed into a knockdown or ended in a super.<br />
* He's the better brother, no questions<br />
* One of the best intros in the game, never skip it.<br />
| style="width: 50%;"|<br />
* Slow normals and specials.<br />
* Few true blockstrings.<br />
* Needs a lot of meter to perform his strongest combos on top of slow meter gain.<br />
* Most of his specials and supers swap the opponent, which can take an opponent out of a corner.<br />
* His DHC can be difficult to combo into because it requires the enemy to be grounded. It also makes other supers whiff due to it being a cinematic, which can be a hindrance at times.<br />
* The way his assist launches can make it difficult for some characters to follow up optimally, as it sends them very high.<br />
* He's a prick.<br />
|-<br />
|}<br />
<br />
{{CharLinks-DBFZ|Cooler}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5L.png |caption= Big boi with small boi jab.<br />
|image2=DBFZ_ Cooler__5LL.png |caption2=<br />
|image3=DBFZ_ Cooler__5LLL.png |caption3= Have this back, it's come down with a terrible case... of explosions...<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* 6f of startup unlike other big characters.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 13|active= 3|recovery= 21|frameAdv= 18<br />
|description=<br />
* Can be reflected if used in a blockstring.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=500, 500|guard=All<br />
|startup= 12|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Can achieve sliding knockdown with j.H. Often useful for vanish extension. Switches sides on explosion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=All<br />
|startup= 12|active= 2|recovery= 21|frameAdv= -7<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5H.png |caption=Take a ride on the pain train<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=400, 100, 400|guard=All<br />
|startup= 17|active= 6|recovery= 22|frameAdv= -7<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=850|guard=All<br />
|startup= 17|active= 6|recovery= 22|frameAdv= -7<br />
|description=<br />
* Carries the opponent to the current wall on hit, making it a powerful corner carry tool.<br />
* Usable after a low j.2H in the corner for optimal combo setups.<br />
* Only causes one hit and no capture state if smash has been used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5S.png |caption= '''"THIS SAIYAN EATING SENZU BEANS"'''<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 13|active= |recovery= 30|frameAdv= -5f *<br />
|description=<br />
* Single-hit projectile that travels about half-screen.<br />
* Very slow and easy to reflect/super dash on reaction, so don't throw this out too often.<br />
* Can be used after 6H for a little extra damage and followed up with either a 2H or a 5H. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2L.png |caption=I missed the lesson on low lights<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=All<br />
|startup= 7|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=Low<br />
|startup= 12|active= 3|recovery= 23|frameAdv= -9<br />
|description=<br />
* Cooler's most ignorant normal.<br />
* Can link into 5H or 6H at the start of the round for a decent corner carry setup.<br />
* Has a hefty hurtbox befitting of its range, so make sure it doesn't whiff.<br />
* Can connect 5S and 214S at max range after hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 14|active= 3|recovery= 28|frameAdv= -11<br />
|description=<br />
* Invulnerable to air attacks, like all 2Hs. Decent upwards range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=High<br />
|startup= 24|active= 6|recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6H.png |caption= Call the Goon Squad cuz I'm stompin' this yard<br />
|name=6H<br />
|input=Crushing Stomp<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=Low<br />
|startup= 15|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
* You can perform 5H after 6H but not vice-versa, so be careful how you structure your pressure.<br />
* Confirms from 2M on hit but not 5M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__3H.png |caption= AVON CALLING<br />
|name=3H<br />
|input=Genocidal Uppercut<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 29|active= 3|recovery= 32|frameAdv= -10<br />
|description=<br />
* Goes through beam and ki attacks, including beam and ki assists. Projectile guard point starts at either 6f or 7f.<br />
* Able to combo into Super Dash at the corner. Must use Vanish for follow ups mid-screen.<br />
* Has Anti-Air properties.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=High<br />
|startup= 7|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=High<br />
|startup= 12|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Long range, great air to air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 14|active= 3|recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jS.png |caption= Hey, can you put that on a coaster?<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 15|active= |recovery= |frameAdv=<br />
|description=<br />
* Will see much more use than its grounded counterpart due to being the only way to confirm air strings into j.214X and j.236L/H.<br />
* Does not have enough hitstun on its own to combo into j.236M.<br />
* Can be linked after j.2H in the corner to squeeze a little extra damage out of combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__j2H.png |caption= This kick looks really uncomfortable...<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 15|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Launches the opponent sideways, much like Cell's j.2H.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Chaser</font> ======<br />
{{MoveData<br />
|image= DBFZ_Cooler_DeathChaser.png<br />
|caption= You've heard of Red Hot Kick, now get ready for Cooler Purple Kick<br />
|input= 236L/M/H (Air OK)<br />
|name=Death Chaser<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=400, 1200|guard=High<br />
|startup= 24|active= 5|recovery= 21|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage=400, 1000|guard=High<br />
|startup= 20|active= until lands|recovery= 28|frameAdv=<br />
|description=<br />
* Does not knock down, but gives good corner carry.<br />
* You can perform actions after Cooler kicks off of the opponent but before he hits the ground, allowing for easy safejump setups in the corner.<br />
* You can airdash after this move if you've saved your aerial action, which allows you to tech chase or go for mixups.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=400, 900, 500|guard=High<br />
|startup= 27|active= 8|recovery= 26|frameAdv= -7<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage=400, 750, 500|guard=High<br />
|startup= 24|active= until lands|recovery= 23|frameAdv=<br />
|description=<br />
* Gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=400, 900, 700|guard=High<br />
|startup= 24|active= 5|recovery= 37|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage=400, 750, 700|guard=High<br />
|startup= 20|active= until lands|recovery= 22|frameAdv=<br />
|description=<br />
* Gives even better sliding knockdown than the M version, combined with the L version's speed, making it an ideal combo ender for both pressure and damage<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption="When your planet is in ashes, then you have my permission to die."<br />
|input=214L/M/H (Air OK)<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= 40|frameAdv= -36<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= |frameAdv=<br />
|description=<br />
* Has Anti-Air property.<br />
* Is a better starter than the other versions.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage= 950|guard=All<br />
|startup= 18|active= 10|recovery= 55|frameAdv= -45<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage= 950|guard=All<br />
|startup= 15|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000|guard=All<br />
|startup= 10|active= 10|recovery= 57|frameAdv= -44<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage=1000|guard=All<br />
|startup= 10|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker Follow-up</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreakerFollow-up.png<br />
|caption="So how does it ''FEEL''?"<br />
|input=Death Breaker > L/M/H on hit<br />
|name=Death Breaker Follow-up<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ender of choice due to not switching sides.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=600, 900|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HH<br />
|damage=600, 900, 900|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
* Leaves Cooler next to the opponent.<br />
* If used after H Death Breaker, damage increases.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Flash</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathFlash.png<br />
|caption= 'yyYYYEAAAAHHHH!!!'<br />
|input=236S (Air OK)<br />
|name=Death Flash<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=270*5 |guard=All<br />
|startup= 26|active= 25|recovery= 29|frameAdv= -7<br />
|description=<br />
* Multi-hitting beam with very slow startup.<br />
* Don't use this in blockstrings unless you wanna get stuffed.<br />
* Confirms into Death Crasher from full screen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Shaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathShaker.png<br />
|caption= Fullscreen low considered ''ground breaking'' discovery<br />
|input=214S<br />
|name=Death Shaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 1000|guard=Low<br />
|startup= 22|active= 5|recovery= 32|frameAdv= -10<br />
|description=<br />
* Fullscreen low, can confirm into his level 1 or a vanish.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption= Faux Psyblade<br />
|input=A1/A2<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup=27 |active= 10|recovery= 61|frameAdv= 26<br />
|description=<br />
* Larger hitbox than the other DP assists, which can make it a slightly more useful tool for getting out of pressure.<br />
* Invincible from frame 10 onwards.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Crasher</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathCrasher1.png |caption= '''''"RRRRAAAAAAAAAHHH!"'''''<br />
|image2=DBFZ_Cooler_DeathCrasher2.png |caption2=''"Imma plant '''ME''' a dumbass tree!"''<br />
|input=236L+M or 236H+S<br />
|name=Death Crasher<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=2520<br>Min: 908 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=1500<br>Min: 750 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides, you'll lose corner pressure if used in the corner.<br />
* Not invincible until after startup.<br />
* Cinematic super, so other projectiles will whiff when Cooler's is used.<br />
* DHC-ing immediately won't trigger the side switch while not sacrificing too much damage.<br />
Not a bad level 1, as it can easily connect from most of Cooler's tools, most notably from a full screen 214S. The side switch is a bit of a hindrance. However, with the right team compositions, you can use this to get right back into the corner (most notably, Super Saiyan Goku's level 3 will give Goku hard knockdown in the corner, due to how his level 3 works).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Drop</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathDrop.png<br />
|caption= THIS ISN'T FRIEZA'S LEVEL 3 I SWEAR<br />
|input=j.236L+M or j.236H+S<br />
|name=Death Drop<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800, 1200<br>Min: 320, 480 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Easily confirms off of the M and H versions of Death Chaser and any version of Death Breaker.<br />
* The only one of Cooler's supers that doesn't switch sides, making it the best option for keeping the opponent cornered after a combo.<br />
* Input 2369L+M/H+S to use this super after a grounded combo if you want to avoid Death Crasher's side switch.<br />
* Vulnerable to Anti-Airs similar to Vegito's Omega Finishing Blow.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Atomic Supernova</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_AtomicSupernova1.png |caption=Thought you could just press buttons, did you?<br />
|image2=DBFZ_Cooler_AtomicSupernova2.png |caption2= Like Frieza's, but bigger.<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Atomic Supernova<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Catch<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Attack<br />
|damage=4020<br>Min: 1500 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* On the ground, Cooler uses up 3 Ki gauges and enters a stance, he will only attack if he's hit during this stance.<br />
* Has guard point against everything but grabs. However its downfall comes from the fact that:<br />
**A. It will only stun the opponent on guarding physical attacks.<br />
**B. The actual attack is a throw that will whiff on just simply crouching, low profile attacks, or even characters ''falling down''.<br />
* All of these combined meaning a lot projectiles attacks will get away scot-free, e.g. shooting Ki blasts and spamming 2H, Vanish on reaction to the grab.<br />
* However, it can do a few things other Level 3 cannot, notably countering safejumps.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=4770<br>Min: 1515 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Has frame 1 invulnerability like typical Level 3 but is vulnerable to Anti-Airs.<br />
* Whiff on crouching, etc.<br />
* This is also Cooler's DHC.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Cooler}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Cooler]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Cooler&diff=106825DBFZ/Cooler2019-01-26T17:46:50Z<p>42.113.252.224: /* 5H */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Cooler<br />
|-<br />
||<br />
[[File:DBFZ_Cooler_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Cooler}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Cooler is Frieza's older brother and the eldest son of King Cold. After hearing of the demise of his brother, Cooler went to Earth to kill the Saiyan responsible for it, not out of family love, but honor, as he always considered himself superior to his little brother, and to show it, he developed his own transformation to surpass Frieza. Even with his new transformation, he would still be vanquished by the selfsame Saiyan that defeated his younger brother.<br />
<br />
Cooler forces his way into ''Dragon Ball FighterZ'' as a DLC character, sporting a barbaric style in contrast to that of his brother: whereas Frieza likes to control the battlefield on his own terms, Cooler likes to dominate it with oppressive power.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Some attacks and super moves can overpower projectiles, or have incredibly high hitstun.<br />
* Long ranged attacks, some can even reach the entire stage<br />
* Lots of strong corner carry options, especially 5H, which help sets up for better positioning that will almost always lead to the corner.<br />
* Excellent defensive options with an invincible reversal that can be done in the air and a counter-based level 3 that will beat safejump setups if timed right.<br />
* Any stray hit can easily be comboed into a knockdown or ended in a super.<br />
* He's the better brother, no questions<br />
* One of the best intros in the game, never skip it.<br />
| style="width: 50%;"|<br />
* Slow normals and specials.<br />
* Few true blockstrings.<br />
* Needs a lot of meter to perform his strongest combos on top of slow meter gain.<br />
* Most of his specials and supers swap the opponent, which can take an opponent out of a corner.<br />
* His DHC can be difficult to combo into because it requires the enemy to be grounded. It also makes other supers whiff due to it being a cinematic, which can be a hindrance at times.<br />
* The way his assist launches can make it difficult for some characters to follow up optimally, as it sends them very high.<br />
* He's a prick.<br />
|-<br />
|}<br />
<br />
{{CharLinks-DBFZ|Cooler}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5L.png |caption= Big boi with small boi jab.<br />
|image2=DBFZ_ Cooler__5LL.png |caption2=<br />
|image3=DBFZ_ Cooler__5LLL.png |caption3= Have this back, it's come down with a terrible case... of explosions...<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* 6f of startup unlike other big characters.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 13|active= 3|recovery= 21|frameAdv= 18<br />
|description=<br />
* Can be reflected if used in a blockstring.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=500, 500|guard=All<br />
|startup= 12|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Can achieve sliding knockdown with j.H. Often useful for vanish extension. Switches sides on explosion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=All<br />
|startup= 12|active= 2|recovery= 21|frameAdv= -7<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5H.png |caption=Take a ride on the pain train<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=400, 100, 400|guard=All<br />
|startup= 17|active= 6|recovery= 22|frameAdv= -7<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=850|guard=All<br />
|startup= 17|active= 6|recovery= 22|frameAdv= -7<br />
|description=<br />
* Carries the opponent to the current wall on hit, making it a powerful corner carry tool.<br />
* Usable after a low j.2H in the corner for optimal combo setups.<br />
* Only causes one hit and no capture state if smash has been used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5S.png |caption= '''"THIS SAIYAN EATING SENZU BEANS"'''<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 13|active= |recovery= 30|frameAdv= -5f *<br />
|description=<br />
* Single-hit projectile that travels about half-screen.<br />
* Very slow and easy to reflect/super dash on reaction, so don't throw this out too often.<br />
* Can be used after 6H for a little extra damage and followed up with either a 2H or a 5H. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2L.png |caption=I missed the lesson on low lights<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=All<br />
|startup= 7|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=Low<br />
|startup= 12|active= 3|recovery= 23|frameAdv= -9<br />
|description=<br />
* Cooler's most ignorant normal.<br />
* Can link into 5H or 6H at the start of the round for a decent corner carry setup.<br />
* Has a hefty hurtbox befitting of its range, so make sure it doesn't whiff.<br />
* Can connect 5S and 214S at max range after hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 14|active= 3|recovery= 28|frameAdv= -11<br />
|description=<br />
* Invulnerable to air attacks, like all 2Hs. Decent upwards range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=High<br />
|startup= 24|active= 6|recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6H.png |caption= Call the Goon Squad cuz I'm stompin' this yard<br />
|name=6H<br />
|input=Crushing Stomp<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=Low<br />
|startup= 15|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
* You can perform 5H after 6H but not vice-versa, so be careful how you structure your pressure.<br />
* Confirms from 2M on hit but not 5M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__3H.png |caption= AVON CALLING<br />
|name=3H<br />
|input=Genocidal Uppercut<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 29|active= 3|recovery= 32|frameAdv= -10<br />
|description=<br />
* Goes through beam and ki attacks, including beam and ki assists. Projectile guard point starts at either 6f or 7f.<br />
* Able to combo into Super Dash at the corner. Must use Vanish for follow ups mid-screen.<br />
* Has Anti-Air properties.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=High<br />
|startup= 7|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=High<br />
|startup= 12|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Long range, great air to air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 14|active= 3|recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jS.png |caption= Hey, can you put that on a coaster?<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 15|active= |recovery= |frameAdv=<br />
|description=<br />
* Will see much more use than its grounded counterpart due to being the only way to confirm air strings into j.214X and j.236L/H.<br />
* Does not have enough hitstun on its own to combo into j.236M.<br />
* Can be linked after j.2H in the corner to squeeze a little extra damage out of combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__j2H.png |caption= This kick looks really uncomfortable...<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 15|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Launches the opponent sideways, much like Cell's j.2H.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Chaser</font> ======<br />
{{MoveData<br />
|image= DBFZ_Cooler_DeathChaser.png<br />
|caption= You've heard of Red Hot Kick, now get ready for Cooler Purple Kick<br />
|input= 236L/M/H (Air OK)<br />
|name=Death Chaser<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=400, 1200|guard=High<br />
|startup= 24|active= 5|recovery= 21|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage=400, 1000|guard=High<br />
|startup= 20|active= until lands|recovery= 28|frameAdv=<br />
|description=<br />
* Does not knock down, but gives good corner carry.<br />
* You can perform actions after Cooler kicks off of the opponent but before he hits the ground, allowing for easy safejump setups in the corner.<br />
* You can airdash after this move if you've saved your aerial action, which allows you to tech chase or go for mixups.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=400, 900, 500|guard=High<br />
|startup= 27|active= 8|recovery= 26|frameAdv= -7<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage=400, 750, 500|guard=High<br />
|startup= 24|active= until lands|recovery= 23|frameAdv=<br />
|description=<br />
* Gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=400, 900, 700|guard=High<br />
|startup= 24|active= 5|recovery= 37|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage=400, 750, 700|guard=High<br />
|startup= 20|active= until lands|recovery= 22|frameAdv=<br />
|description=<br />
* Gives even better sliding knockdown than the M version, combined with the L version's speed, making it an ideal combo ender for both pressure and damage<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption="When your planet is in ashes, then you have my permission to die."<br />
|input=214L/M/H (Air OK)<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= 40|frameAdv= -36<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= |frameAdv=<br />
|description=<br />
* Has Anti-Air property.<br />
* Is a better starter than the other versions.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage= 950|guard=All<br />
|startup= 18|active= 10|recovery= 55|frameAdv= -45<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage= 950|guard=All<br />
|startup= 15|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000|guard=All<br />
|startup= 10|active= 10|recovery= 57|frameAdv= -44<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage=1000|guard=All<br />
|startup= 10|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker Follow-up</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreakerFollow-up.png<br />
|caption="So how does it ''FEEL''?"<br />
|input=Death Breaker > L/M/H on hit<br />
|name=Death Breaker Follow-up<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ender of choice due to not switching sides.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=600, 900|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HH<br />
|damage=600, 900, 900|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
* Leaves Cooler next to the opponent.<br />
* If used after H Death Breaker, damage increases.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Flash</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathFlash.png<br />
|caption= 'yyYYYEAAAAHHHH!!!'<br />
|input=236S (Air OK)<br />
|name=Death Flash<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=270*5 |guard=All<br />
|startup= 26|active= 25|recovery= 29|frameAdv= -7<br />
|description=<br />
* Multi-hitting beam with very slow startup.<br />
* Don't use this in blockstrings unless you wanna get stuffed.<br />
* Confirms into Death Crasher from full screen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Shaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathShaker.png<br />
|caption= Fullscreen low considered ''ground breaking'' discovery<br />
|input=214S<br />
|name=Death Shaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 1000|guard=Low<br />
|startup= 22|active= 5|recovery= 32|frameAdv= -10<br />
|description=<br />
* Fullscreen low, can confirm into his level 1 or a vanish.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption= Faux Psyblade<br />
|input=A1/A2<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup=27 |active= 10|recovery= 61|frameAdv= 26<br />
|description=<br />
* Larger hitbox than the other DP assists, which can make it a slightly more useful tool for getting out of pressure.<br />
* Invincible from frame 10 onwards.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Crasher</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathCrasher1.png |caption= '''''"RRRRAAAAAAAAAHHH!"'''''<br />
|image2=DBFZ_Cooler_DeathCrasher2.png |caption2=''"Imma plant '''ME''' a dumbass tree!"''<br />
|input=236L+M or 236H+S<br />
|name=Death Crasher<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=2520<br>Min: 908 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=1500<br>Min: 750 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides, you'll lose corner pressure if used in the corner.<br />
* Not invincible until after startup.<br />
* Cinematic super, so other projectiles will whiff when Cooler's is used.<br />
* DHC-ing immediately won't trigger the side switch while not sacrificing too much damage.<br />
Not a bad level 1, as it can easily connect from most of Cooler's tools, most notably from a full screen 214S. The side switch is a bit of a hindrance. However, with the right team compositions, you can use this to get right back into the corner (most notably, Super Saiyan Goku's level 3 will give Goku hard knockdown in the corner, due to how his level 3 works).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Drop</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathDrop.png<br />
|caption= THIS ISN'T FRIEZA'S LEVEL 3 I SWEAR<br />
|input=j.236L+M or j.236H+S<br />
|name=Death Drop<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800, 1200<br>Min: 320, 480 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Easily confirms off of the M and H versions of Death Chaser and any version of Death Breaker.<br />
* The only one of Cooler's supers that doesn't switch sides, making it the best option for keeping the opponent cornered after a combo.<br />
* Input 2369L+M/H+S to use this super after a grounded combo if you want to avoid Death Crasher's side switch.<br />
* Vulnerable to Anti-Airs similar to Vegito's Omega Finishing Blow.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Atomic Supernova</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_AtomicSupernova1.png |caption=Thought you could just press buttons, did you?<br />
|image2=DBFZ_Cooler_AtomicSupernova2.png |caption2= Like Frieza's, but bigger.<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Atomic Supernova<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Catch<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Attack<br />
|damage=4020 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* On the ground, Cooler uses up 3 Ki gauges and enters a stance, he will only attack if he's hit during this stance.<br />
* Has guard point against everything but grabs. However its downfall comes from the fact that:<br />
**A. It will only stun the opponent on guarding physical attacks.<br />
**B. The actual attack is a throw that will whiff on just simply crouching, low profile attacks, or even characters ''falling down''.<br />
* All of these combined meaning a lot projectiles attacks will get away scot-free, e.g. shooting Ki blasts and spamming 2H, Vanish on reaction to the grab.<br />
* However, it can do a few things other Level 3 cannot, notably countering safejumps.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=4770<br>Min: 1515 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Has frame 1 invulnerability like typical Level 3 but is vulnerable to Anti-Airs.<br />
* Whiff on crouching, etc.<br />
* This is also Cooler's DHC.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Cooler}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Cooler]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Broly&diff=106822DBFZ/Broly2019-01-26T01:12:57Z<p>42.113.252.224: /* Gigantic Meteor */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Broly<br />
|-<br />
||<br />
[[File:DBFZ_Broly_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Broly}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Juggernaut<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
The Legendary Super Saiyan born with a power-level of 10,000, Broly was considered too dangerous to live by King Vegeta, and was condemned to be executed alongside his father Paragus. In an act of sheer luck, Broly and his father survived Planet Vegeta's destruction. In order to live in secrecy, Paragus used energy restraining technology and mind control to keep Broly from rampaging. However, Broly is always triggered by the name "Kakarot", no matter how restrained he is. Causing chaos everywhere he went, he would hunt down Kakarot, the Saiyan that cried constantly next to him in the Saiyan nursery and drove him to insanity. He would be defeated on three occasions: first by Goku (AKA Kakarot), then by Goku's sons, and finally, by Goten, Trunks, and their allies when he was resurrected as "Bio-Broly". (Note: This rendition of Broly is not "canon" contrary to the variation that appears in ''Dragon Ball Super: Broly''.)<br />
<br />
As a DLC character in ''Dragon Ball FighterZ'', Broly is a massive brute who uses a combination of powerful blows, command grabs, and attacks imbued with super armor to punish his opponents.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Has a very strong neutral game, with normals that have long reach, ki blasts that are fast and good for poking opponents, and armor on moves that allow him to challenge opponents that approach.<br />
* Not as limited in terms of movement; he benefits greatly from game mechanics for his archetype.<br />
* Versatile pressure options, with good blockstrings and a command grab, making him a nightmare to deal with in the corner.<br />
* Good buttons; has decent speed with massive range and priority.<br />
* Has a useful assist both for extending combos and blockstrings.<br />
* One of the more useful Lvl 3 supers in the game.<br />
| style="width: 50%;"|<br />
* Unarguably has the largest hurtbox in the game due to his very large size. Because of this and his lack of defensive options, he struggles against characters with strong pressure and mixup tools.<br />
* His combos scale a lot; has to win neutral multiple times in order to down an opponent. Because of this, he's very reliant on assists in order to maximize his damage output.<br />
* His grab is very slow, making it reactable. This makes his main mixup game very inconsistent against competent players.<br />
|-<br />
|}<br />
{{CharLinks-DBFZ|Broly}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_5L.png |caption= "HOW MANY PUSH UPS DID HE DO?"<br />
|image2=DBFZ_Broly_5LL.png |caption2= ''"HOW MANY SIT UPS?"''<br />
|image3=DBFZ_Broly_5LLL.png |caption3= '''''"WHAT KIND OF JUICE DID HE DRINK?"'''''<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=500 |guard=All<br />
|startup=7 |active= |recovery= |frameAdv=<br />
|description=<br />
* Whiffs against smaller opponents at max range.<br />
* Broly's knee has a hitbox.<br />
* Can't chain into itself, even if holding 4.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup=10 |active= |recovery= |frameAdv=<br />
|description=<br />
* Only attack in Broly's moveset that possesses normal proration values.<br />
* Steps forward during startup, increasing the range.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=Throw<br />
|startup=15 |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides on hit.<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_5M.png |caption= VROOM<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup=11 |active=6 |recovery=27 |frameAdv=<br />
|description=<br />
* Has one hit of super armor.<br />
* Due to having armor, has higher proration level than other mediums.<br />
* Deceptive reach.<br />
* Punishable on block if not cancelled.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be charged by holding down the button. Doing so makes Broly move forward further.<br />
* Has one hit of super armor.<br />
* Deceptive start up animation, looks very similar to his command grab (214 L/M/H). <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Any of the projectiles can be aimed upwards by holding 8 while firing.<br />
* Has priority over smaller Ki Blasts.<br />
* Only the last blast knocks down a standing opponent.<br />
* Will whiff if fired against crouching opponents at point blank range or at the corner during block strings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup=8 |active=2 |recovery=17 |frameAdv=<br />
|description=<br />
* Whiffs against small opponents at max range.<br />
* Can't chain into itself.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup=13 |active=2 |recovery=18 |frameAdv=<br />
|description=<br />
* Has super armor.<br />
* Due to having armor, has higher proration level than other mediums.<br />
* Deceptively fast for its range.<br />
* Only Broly's feet have a hitbox.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup=15 |active=2 |recovery=27 |frameAdv=<br />
|description=<br />
* Has super armor.<br />
* Very small horizontal range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup=24 |active=6 |recovery=10 |frameAdv=0<br />
|description=<br />
* Universal Overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Aimed slightly upwards, so will often whiff if done during an instant airdash.<br />
* Can't chain into itself, even if holding 4.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Has super armor.<br />
* Aimed slightly downwards. Chaining into j.L during an instant airdash gives a double overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Has super armor.<br />
* Lots of active frames.<br />
* If used during a combo involving a vertical smash attack, Broly will grab the opponent's head and slam them into the ground, slightly popping back up into the air after landing.<br />
* Face planting consumes the sliding knockdown of a combo, even though it doesn't provide one itself.<br />
* Dunking can be followed up by a j.214L or level 3 due to Broly and the opponent staying airborne at the end of the move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400*1~4 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be repeated up to four times.<br />
* Has priority over smaller Ki Blasts.<br />
* Freezes Broly in place in the air while preserving his momentum; using j.S during an instant airdash or super jump has very different results.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Has super armor, but loses against anti-air attacks.<br />
* Has slim horizontal range.<br />
* Slower than Adult Gohan's fast descent due to a delay at the start of the move.<br />
* Long delay on whiff.<br />
* Special cancellable on the ground or in the air if it connects (hit or block).<br />
* If used in a combo after a vertical smash attack, Broly will bring the opponent to the ground with him and put them into a pseudo-sliding knockdown state.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Lariat Express</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_LariatExpress.png |caption=TO THE CORNER WITH YOU<br />
|input=236L/M/H<br />
|name=Lariat Express<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward about 2 character lengths.<br />
* Empty vanish extender of choice since this is Broly's only special that does not consume smash on hit.<br />
* On hit, provides enough hitstun to connect delayed level 3 (provided hitstun decay isn't too heavy).<br />
* Useful after combo Dragon Rush.<br />
* The armor property is lost after the active frames end, leaving Broly vulnerable to a counter hit if he only makes contact against an assist.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=0,1200 [1000] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward about one screen length.<br />
* If smash hasn't been used, does a corner carry cinematic attack.<br />
* [] is on non-smash hit.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=0,1200 [1000] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward about one screen length.<br />
* If smash hasn't been used, does a corner carry cinematic attack.<br />
* [] is on non-smash hit.<br />
* Faster than M version, slower than L version.<br />
* Combos from 2M and combo Dragon Rush, allowing for full corner carry from anywhere on the screen.<br />
<hr><br />
* Has (around?) 10 hits of super armor.<br />
* Can combo into Eraser Cannon in the corner.<br />
* Very punishable on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gigantic Claw</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_GiganticClaw.png |caption=<br />
|image2=DBFZ_Broly_GiganticClaw-2.png |caption2= "Omae wa..."<br />
|input=214L/M/H<br />
|name=Gigantic Claw<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=1500 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes a sliding knockdown if Smash hasn't been used.<br />
* Fastest of the ground command grabs, but the shortest range.<br />
* Connects from combo Dragon Rush in the corner.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1500 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes a small wall bounce if Smash hasn't been used.<br />
* Slightly slower than L version.<br />
* Enables solo combo in the corner.<br />
* Deceptively large range, about one character length.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1500 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Wall bounces for a solo combo anywhere on the screen if Smash hasn't been used.<br />
* About as fast as M version.<br />
* Huge range. Connects at round start if the opponent stays still.<br />
<hr><br />
* Has one hit of super armor.<br />
* Consumes smash on successful grab.<br />
* If Smash has been used in the combo, the opponent stays in place and recover instantly.<br />
* Will whiff if opponent is in blockstun.<br />
* Difficult to whiff punish if jumped.<br />
* Can only be used once per combo, regardless of version.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gigantic Strike</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_GiganticStrike.png |caption=<br />
|image2=DBFZ_Broly_GiganticStrike2.png |caption2=YEET<br />
|input=j.214L/M/H<br />
|name=Gigantic Strike<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=1800 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Short range, but fast.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1800 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Slower, but its grab range is longer. Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=2300 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Broly's fastest grab and can reach a long distance. Causes a sliding knockdown.<br />
<hr><br />
* Has one hit of super armor.<br />
* Is a true air command grab.<br />
* Can only be done once per combo.<br />
* Broly grabs the opponent by the leg and throws them towards the ground behind him at an angle.<br />
* All versions switch sides.<br />
* Used as a typical ender for meterless combos.<br />
* Leaves Broly in an airborne state.<br />
* Broly does NOT turn around if you cross over with this, jump normals will whiff on the way down.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eraser Blow</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_EraserBlow.png |caption=<br />
|image2=DBFZ_Broly_EraserBlow-2.png |caption2=<br />
|input=236S<br />
|name=Eraser Blow<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300,1200 [0,1500] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Broly has one hit of super armor.<br />
* First part is a strike, then throw a projectile with beam properties.<br />
* Projectile increases in speed as it travels.<br />
* At close range, triggers a cinematic attack that results in a wallbounce near the corner for solo combos (this consumes smash).<br />
* [] is on Smash hit.<br />
* Safe on block, great use as a blockstring ender.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Powered Shell</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_PoweredShell.png |caption= "MY POWER IS MAXIMUMEST"<br />
|input=214S (Air OK)<br />
|name=Powered Shell<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description= <br />
* Nullifies all non-super projectiles for both Broly and his assists. This includes beams and Frieza's 5H and 2H.<br />
* Also blocks for assists.<br />
* Preserves air momentum when used in the air.<br />
* Disappears if you take damage, block a physical attack, or trigger any cinematic attack (5H/2H smash, close 236S, 214 command grabs, supers).<br />
* Makes the coolest sound effect ever when it starts up.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Broly_EraserBlow.png |caption=<br />
|input=A1/A2<br />
|name=Eraser Blow<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can not be super dashed through.<br />
* Goes active the moment it leaves Broly's hand.<br />
* Knocks upward slightly on hit.<br />
* Only the projectile has hitboxes.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Eraser Cannon</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_EraserCannon.png |caption=There is a fast hit that launches at the start of the move.<br />
|image2=DBFZ_Broly_EraserCannon-2.png |caption2=<br />
|input=236L+M or 236H+S<br />
|name=Eraser Cannon<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=600, 2000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Minimum damage is 120, 700.<br />
* Has one hit of super armor before the super freeze.<br />
* Fully invincible for a brief moment after the the super freeze.<br />
* Has Ki blasts invulnerability during the entire move.<br />
* Before Broly fires the projectile, he will throw out an uppercut. If the opponent is hit by this, the following projectile is guaranteed to combo.<br />
* Extremely slow and punishable if the initial uppercut whiffs.<br />
* When this move is cancelled out of for an Ultimate Z Change, Broly's attack will release after, allowing for specific follow ups with the character you are switching into.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gigantic Meteor</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_GiganticMeteor.png |caption=''"Here's a present for you!"''<br />
|image2=DBFZ_Broly_GiganticMeteor-2.png |caption2='''''"HAAAAHAHAHAHA!"'''''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Gigantic Meteor<br />
|data= <br />
{{AttackData-DBFZ<br />
|version=L+M<br />
|damage=100*N, 3500 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Does more damage if you get more of the small hits to connect on the way down, similar to Frieza's Death Ball.<br />
* Minimum damage in a combo is ~1600.<br />
* Always flies at a 45 degree angle.<br />
* If performed on the ground, Broly quickly flies upwards at startup to a height that aims the ball directly at the opponent, can go up to about half the screen.<br />
* In the air, he will have little to no auto-height adjustment, regardless of where the opponent is/where he fired it from.<br />
* Broly is stuck in the animation until after the ball explodes.<br />
* On Ultimate Z Change, Broly uses the ground version and tries to adjust himself to where the opponent is, making it a flexible lvl 3 to switch into.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H+S<br />
|damage=100*N, 3500 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Minimum damage in a combo is ~1660.<br />
* The ball grows only once it connects with the opponent's vulnerable hitbox (on block or hit), and accelerates at a way slower rate than L+M version.<br />
* Broly recovers just a few moment after he releases the ball, meaning this version not only deals more damage, but even lets Broly continue his combo.<br />
* Most assists can combo into this in the corner if called right before activation.<br />
* Always explodes when it hits the floor even without being triggered.<br />
* Auto-adjustment is the same as L+M version.<br />
* The ball disappears if Broly is hit, but not on block.<br />
<br clear=all/><br />
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br><br />
* Without scaling, the explosion will do ''less damage'' the more hits the ball does on the way down. <br />
* The first part will use the current combo's scaling. The explosion has its unique minimum damages.<br />
* Due to the explosion has minimum damages, during a combo, the whole super DOES indeed gain more damage the higher Broly is.<br />
* [https://i.ibb.co/wCX9gN0/graph.png Look at this graph.]<br />
* There are 4 tiers:<br />
'''1 to 12 hits'''<br />
* Raw damage is 100*0~11 + 3500. Ranging from 3500 to 4600.<br />
* Fully scaled (10%) is 10*0~11 + 1680. Ranging from 1680 to 1790.<br />
* 12 hits is the soft cap of the super, dealing the most damage it will ever achieve without getting crazy high up in the air. However, it is also unlikely to ever be seen in a combo. As the distance and height to achieve this tier is very finicky (Broly has to be close to the ground and at a certain range away).<br />
<br />
'''13 to 22 hits'''<br />
* Raw damage is 100*10 + 50*2~11 + 2900. Ranging from 4000 to 4450.<br />
* Fully scaled (10%) is 10*10 + 5*2~11 + 1450. Ranging from 1560 to 1605.<br />
<br />
'''23 to 32 hits'''<br />
* Raw damage is 100*10 + 50*10 + 25*2~11 + 2700. Ranging from 4250 to 4475.<br />
* Fully scaled (10%) is 10*10 + 5*10 + 2*2~11 + 1458. Ranging from 1612 to 1630.<br />
<br />
'''33 hits and up'''<br />
* Raw damage is 100*10 + 50*10 + 25*10 + 10*2~∞ + 2500. Increasing from 4270.<br />
* Fully scaled (10%) is 10*10 + 5*10 + 2*10 + 1*2~∞ + 1475. Increasing from 1647.<br />
* Raw, the full super will reach 4600 again at 66 hits.<br />
* Scaled, the super will reach 1790 again at ''176 hits''.<br />
* Note that a H+S Gigantic Meteor falling from the top of the playing field can only do ''89 hits'' (4830 raw and 1703 scaled).</div><br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Broly}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Broly]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku&diff=106821DBFZ/Goku2019-01-26T01:11:55Z<p>42.113.252.224: /* Super Spirit Bomb */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku<br />
|-<br />
||<br />
[[File:DBFZ_Goku_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Goku}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Snowball<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Son Goku (named directly after the Japanese naming of ''Journey to the West'' protagonist Sun Wukong) is a martial artist of incredible skill and renown, whose skills only grew stronger after dying at the hands of the villainous Saiyan Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb.<br />
<br />
The Saiyan - Early Namek Arc version of Goku flies into ''Dragon Ball FighterZ'' as a DLC character. Much like his Super Saiyan counterpart, he is a natural all-rounder with a variety of moves. While he doesn't have his Super Saiyan version's zoning or his SSGSS version's close-range game, he has his own quirks that set him apart from them and make him stand out.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Reliable buttons and specials with solid range and good utility all around.<br />
* Strongest level 3 in the game; does huge damage and has many ways he can combo into it from some other characters' supers, which gives Goku very easy ways to get incredible damage.<br />
* Kaio-ken is a very strong level 1 super, with a lot of damage and possibly even some mixup potential, as well as many ways to use it. This is amplified further by its enhanced versions, x3 Kaio-ken and x20 Kaio-ken.<br />
* Assist is useful for combo extensions as it causes wallbounce on hit, and also sends the opponent incredibly far, which can lead to good pressure.<br />
* 1 bar invincible reversal with Kaio-ken finisher<br />
| style="width: 50%;"|<br />
* Only one low (2M), which hurts his mixup game a lot.<br />
* Requires assists to make any of his strings safe.<br />
* Has difficulties for scoring a sliding knockdown.<br />
* While not a slow charge, Spirit Bomb's charge requirement can make it so you might not get the move often, and if you do you may only get level 1 or level 2.<br />
|}<br />
{{CharLinks-DBFZ|Goku}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5L.png |caption=''"Woah woah..."''<br />
|image2=DBFZ_Goku__5LL.png |caption2= ''"Stop..."''<br />
|image3=DBFZ_Goku__5LLL.png |caption3= '''''"Goku Time!"'''''<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Standard jab.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Knocks opponent lightly off their feet.<br />
* Good hit and block stun.<br />
* Can convert into 2M or 1S.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Causes wallbounce.<br />
* Hits both in front and behind Goku.<br />
* Leads into auto combo.<br />
* Can be used for corner loops in certain scenarios.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5M.png |caption= "''Kidney Punch!''"<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Short reach, but very quick.<br />
* Can connect with 5LL into jump cancel.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Short reaching 5H with a slightly quicker startup than most.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Can be repeated up to 6 times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv=-4<br />
|description=<br />
* Not a low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= |recovery= |frameAdv=-11<br />
|description=<br />
* Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLM2H instead to start a combo.<br />
* IAD j.S 2M has deceptively long range and can hit from almost fullscreen.<br />
* Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2H.png |caption= Not a DP<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-17<br />
|description=<br />
* Universal anti-air.<br />
* Poor horizontal reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2S.png |caption=''"Go, my children."''<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 17|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Can be aimed with 1/2/3S.<br />
* Does not track.<br />
After this is used twice, regardless of which versions are used, it will transition into 2SSS.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2SSS</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2SSS.png |caption= FOOTDIVE!<br />
|name=2SSS<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=-5<br />
|description=<br />
* Overhead after 2SS.<br />
* Causes a ground-bounce that can be combo'd after in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Short ranged normal. Mostly used during aerial blockstrings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= |recovery= |frameAdv=<br />
|description=<br />
* Good air to air normal. Can cross the opponent up, if delayed enough.<br />
Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H.<br />
<br />
Note: you can shorten the delay by inputting the directional input of your opponent (4 or 6). This is a universal mechanic.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Great jump-in normal and combo starter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Goku__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku fires a downward ki blast.<br />
* Halts Goku's momentum when used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku does an upward kick. Not an overhead in the air.<br />
* Deceptive horizontal reach. Good for quick mid air conversions after a mid air clash, i.e. super dash clash or blocking opponents super dash while in the air.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Heavy Elbow</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_HeavyElbow.png<br />
|caption= You're wide op- wait a sec, this isn't Ginyu! ''Or is it?''<br />
|input=236L/M/H (Air OK)<br />
|name=Heavy Elbow<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Can be used to end blockstrings safety.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=All<br />
|startup= 26 [28]|active= |recovery= |frameAdv= -5<br />
|description=<br />
* [] is for the aerial version.<br />
* Causes wallbounce.<br />
* Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=All<br />
|startup= 19|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Causes wallbounce.<br />
* Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Back Throw</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_BackThrow.png |caption= Silly Goku, thinking he can dunk like 16!<br />
|image2= DBFZ_Goku_BackThrow2.png |caption2="Weeeee!"<br />
|input=214L/M/H<br />
|name=Back Throw<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=700 |guard=Throw<br />
|startup= 23|active= |recovery= |frameAdv=<br />
|description=<br />
* Grabs and throw behind him.<br />
* Can be followed up with vanish.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
* Can be comboed into.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=700 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward before grabbing.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
The big range on this command grab allow it to be somewhat tricky if your opponent isn't expecting it, or if you can cover up the startup with an assist or something similar. It's hard to get big damage off of it regularly, but in Sparking Goku can get a lot more off of it, which helps a lot. Because of its slow startup, you can also just cancel it from a normal and have it grab the opponent because the blockstun ends by the time the actual throw comes out.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=700, 1000 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward like the M version.<br />
* Does the 2SSS animation on Smash hit and causes a ground bounce which can be followed up.<br />
* Only does 2SSS if no Smash has been used prior.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kamehameha.png<br />
|caption= ''Hawaiian King attack''.<br />
|input=236S (Air OK)<br />
|name=Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=1000 |guard=All<br />
|startup= 21|active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be aimed up or down like SS Goku.<br />
* Only hits once, but will still clash with other beams.<br />
* Wallbounces.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Everyone, lend me your energy!</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Everyone.png<br />
|caption= ''"De-de-de, de-de-de, de-de-do, I'ma charging my attack!"''<br />
|input=214S<br />
|name=Everyone, lend me your energy!<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup=22 |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be held for up to three levels.<br />
* Can call assists during charge.<br />
* Will build a small amount of meter for each level charged up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SpiritBomb.png<br />
|caption=''"Better use that thing that always works!"''<br />
|input=214S after gathering energy<br />
|name=Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Level 1<br />
|damage=0, 50*18, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 2<br />
|damage=0, 60*24, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 3<br />
|damage=0, 70*30, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* All version has minimum damage of 20%.<br />
* Homes in on the opponent. Cannot be superdashed through.<br />
* Any version can be followed up with an air combo by superdashing.<br />
* Level 1 and Level 2 can be connected into a combo by using 2SSS after explosion (possibly 1SS or 3SS depending on distance from opponent).<br />
* Level 3 carries high enough to combo into Super Spirit Bomb.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Goku_5LLL.png |caption= ''"I'll save ya again, best buddy!"''<br />
|input=A1/A2<br />
|name=5LLL<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes wallbounce and hits both in front and behind Goku.<br />
* Huge blockstun.<br />
Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Kaioken</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kaioken.png |caption= "''Now I want '''TOTAL POWER!!'''''"<br />
|image2=DBFZ_Goku_KaiokenFinisherLM.png |caption2= "''Kaio wha- '''AAAGH!!!'''''"<br />
|image3=DBFZ_Goku_KaiokenFinisherHS.png |caption3= '''''"KAIOKEN... TIMES FOUR!"'''''<br />
|input=236L+M or 236H+S<br />
|name=Kaioken<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Activation<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Kaioken will have 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.<br />
* On block or hit, any Kaioken followup can cancel into any other, except itself.<br />
* All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to hit from a solo combo.<br />
* The Kaioken enders can be used at any time, even as the first hit, but cannot be followed up.<br />
* Different variations of followups leads to different amounts of damage.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5L<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* First hit if nothing is input.<br />
* Mashing L will alternate between 5L and 2L.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2L<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Won't overshoot the opponent.<br />
* Vulnerable to Anti-Airs.<br />
* Due to sharing the same rolling animation as 5M, can be used as some sort of mixup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5M<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides if the opponent is less than a fullscreen away.<br />
* Invulnerable during startup.<br />
* Mashing M will alternate between 5M and 2M.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2M<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides on block if the opponent is less than a fullscreen away.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5H<br />
|damage=900 |guard=Ground Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Wall bounces.<br />
* Very long startup but deals the most damage, albeit not by much.<br />
* Not much use during Kaioken, but is the preferred DHC starter.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Common starter from sliding knockdowns due to the short startup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to 5S, but aims diagonally.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Kaioken Finisher |subtitle=L+M<br />
|damage=700, 700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Standard Kaioken ender.<br />
* Teleports to the opponent and is fully invincible on startup.<br />
* The second hit only come out on hit.<br />
* All enders can be used even after all followups have been used (for example, it can be used as a fourth hit even with a full team).<br />
* Can cancel into Kaioken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down.<br />
* KOing with this triggers a special animation.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x3 Kaioken<br>Kamehameha |subtitle=H+S when one team<br>member is down<br />
|damage=250*15 [250*14] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* [] is when cancelling from Kaioken Finisher.<br />
* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed upwards.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x20 Kaioken<br>Kamehameha |subtitle=H+S when two team<br>members are down<br />
|damage=250*20 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* Fires a Kamehameha straight.<br />
* Tracks vertically.<br />
* Deals a hard knockdown regardless of height.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SuperSpiritBomb.png |caption= I'm so '''SORRY''' good sir but would you like a '''''small PORTION''''' of ''GENKI''?<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=100*N, 4200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Very slow, and starts very high in the air.<br />
* If you do Super Spirit Bomb in the corner, Goku will teleport out and fire it into the corner.<br />
* Minimum damage in a combo is ~2050, give or take about 50 damage depending on the starter.<br />
* Some characters can DHC into this, sometimes depending on screen position, so experiment with your team and find out what works! For example, SS Goku can combo into this with Warp Kamehameha, but only in the corner, while Beerus can combo into it anywhere and Vegeta can't combo into it at all.<br />
* Goku ''can'' combo into this by himself or with the help of assists, but it's often impractical to pull off in a real match. Thus to utilize its high damage, you'll need to build your team around DHC-ing into this Super.<br />
* While this is invincible on startup and not punishable on block, Goku is vulnerable while the Spirit Bomb is falling. This means the opponent can run under the Spirit Bomb to the other side of Goku and superdash up to him for a full combo.<br />
<br clear=all/><br />
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br><br />
* Like [[DBFZ/Broly#Gigantic_Meteor|Broly's Gigantic Meteor]], this Super also has "tiers," but a lot simpler. The ball also tends to "stick around" making the first 2 tiers obsolete.<br />
* The descending part uses the current combo's scaling. The explosion has its unique minimum damages.<br />
* Unlike Broly which almost always has his combo scaled to 10%, Goku can have 15% scaled combos or inherit them from DHC, thus Spirit Bomb can deal up to 2110 scaled. But to keep it simple we'll only look at 10% scaled.<br />
* Also unlike Broly, Spirit Bomb's first hit will prorate the rest of the Super. So the following formulas are more accurately represented as something like<br />
100 + (100*14 + 4200)*0.9<br />
* [https://i.ibb.co/J5nCMRn/photo.png Look at this graph.]<br />
* Here are the tiers:<br />
'''1 to 16 hits'''<br />
* Raw damage is 100*0~15 + 4200. Ranging from 3880 to 5140.<br />
<br />
'''17 to 31 hits'''<br />
* Raw damage is 100*15 + 50*1~15 + 4200. Ranging from 5185 to 5815.<br />
* There's no way to test these tiers in a combo atm.<br />
<br />
'''32 to 60 hits'''<br />
* Raw damage is 100*15 + 50*15 + 25*1~29 + 3600. Ranging from 5297 to 5913.<br />
* Fully scaled (10%) is 10*15 + 5*15 + 2*1~29 + 1692. Ranging from 1919 to 1975.<br />
<br />
'''61 hits and up'''<br />
* Raw damage is 100*15 + 50*15 + 25*29 + 10*1~∞ + 3600. Increasing from 5922.<br />
* Fully scaled (10%) is 10*15 + 5*15 + 2*29 + 1*1~∞ + 1692. Increasing from 1976.<br />
* Note that a Super Spirit Bomb falling from the top of the playing field can only do ''83 hits'' (6120 raw and 1995 scaled).</div><br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Goku}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Broly&diff=106820DBFZ/Broly2019-01-26T01:11:31Z<p>42.113.252.224: /* Gigantic Meteor */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Broly<br />
|-<br />
||<br />
[[File:DBFZ_Broly_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Broly}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Juggernaut<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
The Legendary Super Saiyan born with a power-level of 10,000, Broly was considered too dangerous to live by King Vegeta, and was condemned to be executed alongside his father Paragus. In an act of sheer luck, Broly and his father survived Planet Vegeta's destruction. In order to live in secrecy, Paragus used energy restraining technology and mind control to keep Broly from rampaging. However, Broly is always triggered by the name "Kakarot", no matter how restrained he is. Causing chaos everywhere he went, he would hunt down Kakarot, the Saiyan that cried constantly next to him in the Saiyan nursery and drove him to insanity. He would be defeated on three occasions: first by Goku (AKA Kakarot), then by Goku's sons, and finally, by Goten, Trunks, and their allies when he was resurrected as "Bio-Broly". (Note: This rendition of Broly is not "canon" contrary to the variation that appears in ''Dragon Ball Super: Broly''.)<br />
<br />
As a DLC character in ''Dragon Ball FighterZ'', Broly is a massive brute who uses a combination of powerful blows, command grabs, and attacks imbued with super armor to punish his opponents.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Has a very strong neutral game, with normals that have long reach, ki blasts that are fast and good for poking opponents, and armor on moves that allow him to challenge opponents that approach.<br />
* Not as limited in terms of movement; he benefits greatly from game mechanics for his archetype.<br />
* Versatile pressure options, with good blockstrings and a command grab, making him a nightmare to deal with in the corner.<br />
* Good buttons; has decent speed with massive range and priority.<br />
* Has a useful assist both for extending combos and blockstrings.<br />
* One of the more useful Lvl 3 supers in the game.<br />
| style="width: 50%;"|<br />
* Unarguably has the largest hurtbox in the game due to his very large size. Because of this and his lack of defensive options, he struggles against characters with strong pressure and mixup tools.<br />
* His combos scale a lot; has to win neutral multiple times in order to down an opponent. Because of this, he's very reliant on assists in order to maximize his damage output.<br />
* His grab is very slow, making it reactable. This makes his main mixup game very inconsistent against competent players.<br />
|-<br />
|}<br />
{{CharLinks-DBFZ|Broly}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_5L.png |caption= "HOW MANY PUSH UPS DID HE DO?"<br />
|image2=DBFZ_Broly_5LL.png |caption2= ''"HOW MANY SIT UPS?"''<br />
|image3=DBFZ_Broly_5LLL.png |caption3= '''''"WHAT KIND OF JUICE DID HE DRINK?"'''''<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=500 |guard=All<br />
|startup=7 |active= |recovery= |frameAdv=<br />
|description=<br />
* Whiffs against smaller opponents at max range.<br />
* Broly's knee has a hitbox.<br />
* Can't chain into itself, even if holding 4.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup=10 |active= |recovery= |frameAdv=<br />
|description=<br />
* Only attack in Broly's moveset that possesses normal proration values.<br />
* Steps forward during startup, increasing the range.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=Throw<br />
|startup=15 |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides on hit.<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_5M.png |caption= VROOM<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup=11 |active=6 |recovery=27 |frameAdv=<br />
|description=<br />
* Has one hit of super armor.<br />
* Due to having armor, has higher proration level than other mediums.<br />
* Deceptive reach.<br />
* Punishable on block if not cancelled.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be charged by holding down the button. Doing so makes Broly move forward further.<br />
* Has one hit of super armor.<br />
* Deceptive start up animation, looks very similar to his command grab (214 L/M/H). <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Any of the projectiles can be aimed upwards by holding 8 while firing.<br />
* Has priority over smaller Ki Blasts.<br />
* Only the last blast knocks down a standing opponent.<br />
* Will whiff if fired against crouching opponents at point blank range or at the corner during block strings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup=8 |active=2 |recovery=17 |frameAdv=<br />
|description=<br />
* Whiffs against small opponents at max range.<br />
* Can't chain into itself.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup=13 |active=2 |recovery=18 |frameAdv=<br />
|description=<br />
* Has super armor.<br />
* Due to having armor, has higher proration level than other mediums.<br />
* Deceptively fast for its range.<br />
* Only Broly's feet have a hitbox.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup=15 |active=2 |recovery=27 |frameAdv=<br />
|description=<br />
* Has super armor.<br />
* Very small horizontal range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup=24 |active=6 |recovery=10 |frameAdv=0<br />
|description=<br />
* Universal Overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Aimed slightly upwards, so will often whiff if done during an instant airdash.<br />
* Can't chain into itself, even if holding 4.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Has super armor.<br />
* Aimed slightly downwards. Chaining into j.L during an instant airdash gives a double overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Has super armor.<br />
* Lots of active frames.<br />
* If used during a combo involving a vertical smash attack, Broly will grab the opponent's head and slam them into the ground, slightly popping back up into the air after landing.<br />
* Face planting consumes the sliding knockdown of a combo, even though it doesn't provide one itself.<br />
* Dunking can be followed up by a j.214L or level 3 due to Broly and the opponent staying airborne at the end of the move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400*1~4 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be repeated up to four times.<br />
* Has priority over smaller Ki Blasts.<br />
* Freezes Broly in place in the air while preserving his momentum; using j.S during an instant airdash or super jump has very different results.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Has super armor, but loses against anti-air attacks.<br />
* Has slim horizontal range.<br />
* Slower than Adult Gohan's fast descent due to a delay at the start of the move.<br />
* Long delay on whiff.<br />
* Special cancellable on the ground or in the air if it connects (hit or block).<br />
* If used in a combo after a vertical smash attack, Broly will bring the opponent to the ground with him and put them into a pseudo-sliding knockdown state.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Lariat Express</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_LariatExpress.png |caption=TO THE CORNER WITH YOU<br />
|input=236L/M/H<br />
|name=Lariat Express<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward about 2 character lengths.<br />
* Empty vanish extender of choice since this is Broly's only special that does not consume smash on hit.<br />
* On hit, provides enough hitstun to connect delayed level 3 (provided hitstun decay isn't too heavy).<br />
* Useful after combo Dragon Rush.<br />
* The armor property is lost after the active frames end, leaving Broly vulnerable to a counter hit if he only makes contact against an assist.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=0,1200 [1000] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward about one screen length.<br />
* If smash hasn't been used, does a corner carry cinematic attack.<br />
* [] is on non-smash hit.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=0,1200 [1000] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward about one screen length.<br />
* If smash hasn't been used, does a corner carry cinematic attack.<br />
* [] is on non-smash hit.<br />
* Faster than M version, slower than L version.<br />
* Combos from 2M and combo Dragon Rush, allowing for full corner carry from anywhere on the screen.<br />
<hr><br />
* Has (around?) 10 hits of super armor.<br />
* Can combo into Eraser Cannon in the corner.<br />
* Very punishable on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gigantic Claw</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_GiganticClaw.png |caption=<br />
|image2=DBFZ_Broly_GiganticClaw-2.png |caption2= "Omae wa..."<br />
|input=214L/M/H<br />
|name=Gigantic Claw<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=1500 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes a sliding knockdown if Smash hasn't been used.<br />
* Fastest of the ground command grabs, but the shortest range.<br />
* Connects from combo Dragon Rush in the corner.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1500 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes a small wall bounce if Smash hasn't been used.<br />
* Slightly slower than L version.<br />
* Enables solo combo in the corner.<br />
* Deceptively large range, about one character length.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1500 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Wall bounces for a solo combo anywhere on the screen if Smash hasn't been used.<br />
* About as fast as M version.<br />
* Huge range. Connects at round start if the opponent stays still.<br />
<hr><br />
* Has one hit of super armor.<br />
* Consumes smash on successful grab.<br />
* If Smash has been used in the combo, the opponent stays in place and recover instantly.<br />
* Will whiff if opponent is in blockstun.<br />
* Difficult to whiff punish if jumped.<br />
* Can only be used once per combo, regardless of version.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gigantic Strike</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_GiganticStrike.png |caption=<br />
|image2=DBFZ_Broly_GiganticStrike2.png |caption2=YEET<br />
|input=j.214L/M/H<br />
|name=Gigantic Strike<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=1800 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Short range, but fast.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1800 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Slower, but its grab range is longer. Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=2300 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Broly's fastest grab and can reach a long distance. Causes a sliding knockdown.<br />
<hr><br />
* Has one hit of super armor.<br />
* Is a true air command grab.<br />
* Can only be done once per combo.<br />
* Broly grabs the opponent by the leg and throws them towards the ground behind him at an angle.<br />
* All versions switch sides.<br />
* Used as a typical ender for meterless combos.<br />
* Leaves Broly in an airborne state.<br />
* Broly does NOT turn around if you cross over with this, jump normals will whiff on the way down.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eraser Blow</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_EraserBlow.png |caption=<br />
|image2=DBFZ_Broly_EraserBlow-2.png |caption2=<br />
|input=236S<br />
|name=Eraser Blow<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300,1200 [0,1500] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Broly has one hit of super armor.<br />
* First part is a strike, then throw a projectile with beam properties.<br />
* Projectile increases in speed as it travels.<br />
* At close range, triggers a cinematic attack that results in a wallbounce near the corner for solo combos (this consumes smash).<br />
* [] is on Smash hit.<br />
* Safe on block, great use as a blockstring ender.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Powered Shell</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_PoweredShell.png |caption= "MY POWER IS MAXIMUMEST"<br />
|input=214S (Air OK)<br />
|name=Powered Shell<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description= <br />
* Nullifies all non-super projectiles for both Broly and his assists. This includes beams and Frieza's 5H and 2H.<br />
* Also blocks for assists.<br />
* Preserves air momentum when used in the air.<br />
* Disappears if you take damage, block a physical attack, or trigger any cinematic attack (5H/2H smash, close 236S, 214 command grabs, supers).<br />
* Makes the coolest sound effect ever when it starts up.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Broly_EraserBlow.png |caption=<br />
|input=A1/A2<br />
|name=Eraser Blow<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can not be super dashed through.<br />
* Goes active the moment it leaves Broly's hand.<br />
* Knocks upward slightly on hit.<br />
* Only the projectile has hitboxes.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Eraser Cannon</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_EraserCannon.png |caption=There is a fast hit that launches at the start of the move.<br />
|image2=DBFZ_Broly_EraserCannon-2.png |caption2=<br />
|input=236L+M or 236H+S<br />
|name=Eraser Cannon<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=600, 2000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Minimum damage is 120, 700.<br />
* Has one hit of super armor before the super freeze.<br />
* Fully invincible for a brief moment after the the super freeze.<br />
* Has Ki blasts invulnerability during the entire move.<br />
* Before Broly fires the projectile, he will throw out an uppercut. If the opponent is hit by this, the following projectile is guaranteed to combo.<br />
* Extremely slow and punishable if the initial uppercut whiffs.<br />
* When this move is cancelled out of for an Ultimate Z Change, Broly's attack will release after, allowing for specific follow ups with the character you are switching into.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gigantic Meteor</font> ======<br />
{{MoveData<br />
|image=DBFZ_Broly_GiganticMeteor.png |caption=''"Here's a present for you!"''<br />
|image2=DBFZ_Broly_GiganticMeteor-2.png |caption2='''''"HAAAAHAHAHAHA!"'''''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Gigantic Meteor<br />
|data= <br />
{{AttackData-DBFZ<br />
|version=L+M<br />
|damage=100*N, 3500 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Does more damage if you get more of the small hits to connect on the way down, similar to Frieza's Death Ball.<br />
* Minimum damage in a combo is ~1600.<br />
* Always flies at a 45 degree angle.<br />
* If performed on the ground, Broly quickly flies upwards at startup to a height that aims the ball directly at the opponent, can go up to about half the screen.<br />
* In the air, he will have little to no auto-height adjustment, regardless of where the opponent is/where he fired it from.<br />
* Broly is stuck in the animation until after the ball explodes.<br />
* On Ultimate Z Change, Broly uses the ground version and tries to adjust himself to where the opponent is, making it a flexible lvl 3 to switch into.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H+S<br />
|damage=100*N, 3500 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Minimum damage in a combo is ~1660.<br />
* The ball grows only once it connects with the opponent's vulnerable hitbox (on block or hit), and accelerates at a way slower rate than L+M version.<br />
* Broly recovers just a few moment after he releases the ball, meaning this version not only deals more damage, but even lets Broly continue his combo.<br />
* Most assists can combo into this in the corner if called right before activation.<br />
* Always explodes when it hits the floor even without being triggered.<br />
* Auto-adjustment is the same as L+M version.<br />
* The ball disappears if Broly is hit, but not on block.<br />
<br clear=all/><br />
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br><br />
* Without scaling, the explosion will do ''less damage'' the more hits the ball does on the way down. <br />
* The first part will use the current combo's scaling. The explosion has its unique minimum damages.<br />
* Due to the explosion has minimum damages, during a combo, the whole super DOES indeed gain more damage the higher Broly is.<br />
* [https://i.ibb.co/J5nCMRn/photo.png Look at this graph.]<br />
* There are 4 tiers:<br />
'''1 to 12 hits'''<br />
* Raw damage is 100*0~11 + 3500. Ranging from 3500 to 4600.<br />
* Fully scaled (10%) is 10*0~11 + 1680. Ranging from 1680 to 1790.<br />
* 12 hits is the soft cap of the super, dealing the most damage it will ever achieve without getting crazy high up in the air. However, it is also unlikely to ever be seen in a combo. As the distance and height to achieve this tier is very finicky (Broly has to be close to the ground and at a certain range away).<br />
<br />
'''13 to 22 hits'''<br />
* Raw damage is 100*10 + 50*2~11 + 2900. Ranging from 4000 to 4450.<br />
* Fully scaled (10%) is 10*10 + 5*2~11 + 1450. Ranging from 1560 to 1605.<br />
<br />
'''23 to 32 hits'''<br />
* Raw damage is 100*10 + 50*10 + 25*2~11 + 2700. Ranging from 4250 to 4475.<br />
* Fully scaled (10%) is 10*10 + 5*10 + 2*2~11 + 1458. Ranging from 1612 to 1630.<br />
<br />
'''33 hits and up'''<br />
* Raw damage is 100*10 + 50*10 + 25*10 + 10*2~∞ + 2500. Increasing from 4270.<br />
* Fully scaled (10%) is 10*10 + 5*10 + 2*10 + 1*2~∞ + 1475. Increasing from 1647.<br />
* Raw, the full super will reach 4600 again at 66 hits.<br />
* Scaled, the super will reach 1790 again at ''176 hits''.<br />
* Note that a H+S Gigantic Meteor falling from the top of the playing field can only do ''89 hits'' (4830 raw and 1703 scaled).</div><br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Broly}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Broly]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Tien&diff=106819DBFZ/Tien2019-01-25T21:26:16Z<p>42.113.252.224: /* Volleyball Fist */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
! Tien Shinhan<br />
|-<br />
||<br />
[[File:DBFZ_Tien_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Tien}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Rushdown, Sacrifice<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Tien (AKA Tenshinhan or Tianjinfan) is a student of the Crane School (the enemy of Roshi's own Turtle Style) and was one of Goku's greatest childhood rivals. Accompanied by his doll-like companion, Chaotzu, Tien has continued to pursue strength as a martial artist throughout the series and is considered the series' strongest full-blooded human fighter. During the Saiyan and Android sagas, Tien played secondary though important roles in the final outcomes.<br />
<br />
In ''Dragon Ball FighterZ'', Tien is a well-rounded fighter who can break through his opponents' defenses with the help of Chiaotzu. With the best-scaling supers in the game, Tien is especially useful as an anchor to switch in and finish stubborn opponents.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Solid mixup game; having multiple lows and a fast command grab when he has the meter to burn. He can also use 214S in the corner to setup his pressure.<br />
*Can score a sliding knockdown in almost every situation with Volleyball Fist (after a j. 2H, he can convert with j. 236M).<br />
*Very high damage output when he has the resources to burn. Both of his level 3 supers boast some of the highest damage output in the game, allowing him to finish off opponents very easily.<br />
*Very strong with sparking; the ability to jump cancel out of any move gives him a very strong vortex. The self-inflicted damage from Tri-beam and Neo Tri-beam is also halved, making it less dangerous.<br />
*Dodon Ray is an amazing assist. It can be used to control neutral and to extend combos.<br />
*SHIIIIIN KIKOHOOOOOOOOOOOOO<br />
| style="width: 50%;"|<br />
*Below average neutral game; Dodon Ray has a small hitbox, allowing for easy counter play by opponents. Additionally, his normals are a bit on the stubby side, not having any normals that lunge him forward.<br />
*Without sparking, the amount of life that he loses with Tri-beam and Neo Tri-beam is quite severe, making him vulnerable to being downed if not careful.<br />
*Unremarkable damage without meter or assist usage.<br />
|-<br />
|}<br />
{{CharLinks-DBFZ|Tien}}<br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_5L.png |caption=<br />
|image2=DBFZ_Tien_5LL.png |caption2=<br />
|image3=DBFZ_Tien_5LLL.png |caption3= Gentle Fist Eight Trigrams Sixty Four Palms!<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* It has a little bit more range than most 5L, albeit slightly.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700*2 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Has good forward momentum for long range confirms. <br />
* Also does 2 hits, which also helps with confirms.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=100*8, 250 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Standard fair LLL launcher, does 9 hits allowing more time to think through next step than LLL usually allows if you ended up mashing it out.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Has good horizontal reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Slow recovery.<br />
* Single projectile.<br />
* Fairly mediocre.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Hits low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* If blocked, can be cancelled into 236H for a surprise overhead with sliding knockdown. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Universal Overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*2 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Hits twice.<br />
* Can be used on block after super dash.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Good air to air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Pushes Tien slightly away.<br />
* Has decent angle.<br />
* Can be used after Crane Strike on block after back dodge to cover yourself, still super dash vulnerable so its better not to overuse it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be followed up by 236M for a sliding knockdown at the end of air combos.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Volleyball Fist</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_VolleyballFist.png |caption=<br />
|input=236L/M/H<br />
|name=Volleyball Fist<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Tien performs a sliding low attack.<br />
* Press additional buttons on hit-confirm to extend the special.<br />
The quick version of the Volleyball Fist. Useful for catching opponents off guard or spamming high attacks.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Tien strikes a pose, gaining guard point before doing a sliding low attack.<br />
* Press additional buttons on hit-confirm to extend the special.<br />
* Guard point does not activate on frame 1, but it’s very early.<br />
* Blocks projectiles, mid and low attacks.<br />
* Loses to throws, supers, and overheads. Which is ironic since it's a volleyball bump.<br />
* Due to having guard point, this version will scale your combos and followups more than L version.<br />
Even though only the pose has autoguard, successfully blocking incoming attack will make the slide invulnerable to strikes and projectiles that aren't Supers. If timed correctly, Tien can go right through beams.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=700, 800, 900 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* A short ranged command grab that costs one bar.<br />
* Follow-up hits are automatic and cannot be vanished out of.<br />
* Stays same side.<br />
* Causes a sliding knockdown.<br />
* Scales like 236M.<br />
An useful tool to confuse someone who's blocking too much in a corner.<br />
}}<br />
}}<br />
{{MoveData<br />
|image=DBFZ_Tien_VolleyballFist2.png |caption=<br />
|input=Volleyball Fist L/M > L/M/H on hit<br />
|name=Volleyball Fist Followup 1<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
Using L will keep you on the same side of the opponent you are currently on. Good if you don't want to steal the corner away.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches side.<br />
An important tool if you want to reposition yourself behind the enemy. Usually most useful if the "wall" behind you is closer than the one in front of you.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Leaves Tien enough time to land j.M.<br />
By delaying button press so that Tien doesn't do Followup 2, you can start air combos with this.<br />
-------<br />
* Damage depends on what the starter is. Starts with 236L will do more damage than 236M.<br />
* All version launches the enemy vertically and follows them into the air.<br />
* Pressing an additional button will cause Tien to slam the enemy to the ground.<br />
}}<br />
}}<br />
{{MoveData<br />
|image=DBFZ_Tien_VolleyballFist3.png |caption= BOI<br />
|input=Volleyball Fist Followup 1 > L/M/H on hit<br />
|name=Volleyball Fist Followup 2<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 [1080] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Knocks the opponent straight down.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=900 [1080] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Knocks the opponent a little further away than the L version.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1800 [1980] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Knocks the opponent even further away into a sliding knockdown. <br />
* Using this after the H version of Followup 1 will keep Tien grounded for additional combos.<br />
-------<br />
* Damage depends on what the starter is. Starts with 236L will do more damage than 236M.<br />
* If you time it perfectly on any version, it does extra damage and has Smash property.<br />
* [] is on just frame.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Aerial Volleyball Fist</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_VolleyballFist3.png |caption=<br />
|input=j.236L/M/H<br />
|name= Aerial Volleyball Fist<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=1000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes a soft knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes a sliding knockdown.<br />
* Can link from j.2H if smash has already been used.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes a sliding knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crane Strike</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_CraneStrike.png |caption=Yamcha's Big Break (i.e. his legs)<br />
|input=214L/M/H (Air OK)<br />
|name=Crane Strike<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1100 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* L version pops Tien back upwards on hit.<br />
* All versions pops Tien back upwards on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Dodon Ray</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_DodonRay.png |caption= A move developed to be superior to the kamehameha.<br />
|input=236S (Air OK)<br />
|name=Dodon Ray<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=900 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=900 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Pops up the opponent.<br />
* Despite only being 1 hit, this will still clash with other beams.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Telekinesis</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_Telekinesis.png |caption=<br />
|input=214S<br />
|name=Telekinesis<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=0 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Requires Chiaotzu. Won't come out when Chiaotzu is still on screen or after he self-destructs.<br />
* Can be blocked.<br />
* Every third use will not work and will leave Tien vulnerable.<br />
* Can hit aerial opponents.<br />
Freezes the opponent in place, allowing for a followup combo. Best used in the corner after a knockdown.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Tien_AssistDodonRay.png |caption=<br />
|input=A1/A2<br />
|name=Dodon Ray<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Is very unique as a beam assist, since it pops the opponent up instead of sending them towards the wall, allowing for better midscreen confirms.<br />
* Allows for longer combos due to the single hit compared to other multi hitting beam assists.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Tri-Beam</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_TriBeam.png |caption=<br />
|image2=DBFZ_Tien_TriBeam-2.png |caption2= A forbidden technique that exceeds human limitations by draining the user's life force.<br />
|input=236L+M or 236H+S (Air OK)<br />
|name=Tri-Beam<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=2400 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Does unrecoverable 1000 damage to Tien.<br />
* Tien cannot die from self damage, and can use this even at 1 HP.<br />
* Will only take half self damage during Sparking (500 per use).<br />
* Minimum damage is 960. This is the second highest damaging Lv1 Super at max scaling, losing to Base Goku's Kaioken x3 and x20.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Neo Tri-Beam</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_NeoTriBeam.png |caption=''"Well ya know what...? F*ck power levels... F*ck Super Saiyans... '''AND F*CK YOU!'''"''<br />
|image2=DBFZ_Tien_NeoTriBeam-2.png |caption2='''''"SHIIIIN KIKOUUUHOU!!!'''''"<br />
|input=214L+M (Air OK)<br />
|name=Neo Tri-Beam<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=3600, 1000*0~4 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* 3 bar super. Holding down the buttons allows him to tack on additional damage at the cost of one meter per extension. Deals unrecoverable damage to Tien on use. <br />
* First hit does 1000 damage to Tien, then 1000, 1500, 2000, 2500.<br />
* Tien cannot die from self damage, and can do the first beam even at 1 HP.<br />
* Will only take half self damage during Sparking (500 at 3 bars, 4000 at 7)<br />
* If Tien doesn’t have enough health to continue, the Super will stop regardless of remaining meter.<br />
* Minimum damages for all beams are 1656, 550*4.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Farewell, Tien...</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_FarewellTien.png |caption= ''"Thank you... for everything!"''<br />
|image2=DBFZ_Tien_FarewellTien-2.png |caption2= '''''"CHIAOTZUUUUU!!!"'''''<br />
|input=214H+S<br />
|name=Farewell, Tien...<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=3600 |guard=Unblockable<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Travels in a straight horizontal line, level with the enemy when the move as initiated.<br />
* Cannot be cancelled into but can be comboed into.<br />
* Can hit aerial opponents, but whiffs on crouching ones.<br />
* Won't come out if Chiaotzu is still doing Telekinesis.<br />
* On hit, both this super and the Telekinesis special can no longer be performed for the rest of the match. <br />
* Minimum damage is 2160. This is the highest damaging Lv3 Super at max scaling, not counting Supers that you can spend more bars on.<br />
* Guaranteed to make your audience yell for Chiaotzu.<br />
While the maximum output of this super is lower than Neo Tri-beam, the damage scaling on this move makes it an absurd combo finisher. It's also handy to catch people unawares toward the end of a match, especially if they've got a health disadvantage and are prone to blocking.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Tien}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Tien Shinhan]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Cooler&diff=106818DBFZ/Cooler2019-01-25T21:24:41Z<p>42.113.252.224: /* Death Breaker */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Cooler<br />
|-<br />
||<br />
[[File:DBFZ_Cooler_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Cooler}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Cooler is Frieza's older brother and the eldest son of King Cold. After hearing of the demise of his brother, Cooler went to Earth to kill the Saiyan responsible for it, not out of family love, but honor, as he always considered himself superior to his little brother, and to show it, he developed his own transformation to surpass Frieza. Even with his new transformation, he would still be vanquished by the selfsame Saiyan that defeated his younger brother.<br />
<br />
Cooler forces his way into ''Dragon Ball FighterZ'' as a DLC character, sporting a barbaric style in contrast to that of his brother: whereas Frieza likes to control the battlefield on his own terms, Cooler likes to dominate it with oppressive power.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Some attacks and super moves can overpower projectiles, or have incredibly high hitstun.<br />
* Long ranged attacks, some can even reach the entire stage<br />
* Lots of strong corner carry options, especially 5H, which help sets up for better positioning that will almost always lead to the corner.<br />
* Excellent defensive options with an invincible reversal that can be done in the air and a counter-based level 3 that will beat safejump setups if timed right.<br />
* Any stray hit can easily be comboed into a knockdown or ended in a super.<br />
* He's the better brother, no questions<br />
* One of the best intros in the game, never skip it.<br />
| style="width: 50%;"|<br />
* Slow normals and specials.<br />
* Few true blockstrings.<br />
* Needs a lot of meter to perform his strongest combos on top of slow meter gain.<br />
* Most of his specials and supers swap the opponent, which can take an opponent out of a corner.<br />
* His DHC can be difficult to combo into because it requires the enemy to be grounded. It also makes other supers whiff due to it being a cinematic, which can be a hindrance at times.<br />
* The way his assist launches can make it difficult for some characters to follow up optimally, as it sends them very high.<br />
* He's a prick.<br />
|-<br />
|}<br />
<br />
{{CharLinks-DBFZ|Cooler}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5L.png |caption= Big boi with small boi jab.<br />
|image2=DBFZ_ Cooler__5LL.png |caption2=<br />
|image3=DBFZ_ Cooler__5LLL.png |caption3= Have this back, it's come down with a terrible case... of explosions...<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* 6f of startup unlike other big characters.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 13|active= 3|recovery= 21|frameAdv= 18<br />
|description=<br />
* Can be reflected if used in a blockstring.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=500, 500|guard=All<br />
|startup= 12|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Can achieve sliding knockdown with j.H. Often useful for vanish extension. Switches sides on explosion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=All<br />
|startup= 12|active= 2|recovery= 21|frameAdv= -7<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5H.png |caption=Take a ride on the pain train<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400, 100, 400|guard=All<br />
|startup= 17|active= 6|recovery= 22|frameAdv= -7<br />
|description=<br />
* Carries the opponent to the current wall on hit, making it a powerful corner carry tool.<br />
* Usable after a low j.2H in the corner for optimal combo setups.<br />
* Only causes one hit and no capture state if smash has been used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5S.png |caption= '''"THIS SAIYAN EATING SENZU BEANS"'''<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 13|active= |recovery= 30|frameAdv= -5f *<br />
|description=<br />
* Single-hit projectile that travels about half-screen.<br />
* Very slow and easy to reflect/super dash on reaction, so don't throw this out too often.<br />
* Can be used after 6H for a little extra damage and followed up with either a 2H or a 5H. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2L.png |caption=I missed the lesson on low lights<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=All<br />
|startup= 7|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=Low<br />
|startup= 12|active= 3|recovery= 23|frameAdv= -9<br />
|description=<br />
* Cooler's most ignorant normal.<br />
* Can link into 5H or 6H at the start of the round for a decent corner carry setup.<br />
* Has a hefty hurtbox befitting of its range, so make sure it doesn't whiff.<br />
* Can connect 5S and 214S at max range after hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 14|active= 3|recovery= 28|frameAdv= -11<br />
|description=<br />
* Invulnerable to air attacks, like all 2Hs. Decent upwards range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=High<br />
|startup= 24|active= 6|recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6H.png |caption= Call the Goon Squad cuz I'm stompin' this yard<br />
|name=6H<br />
|input=Crushing Stomp<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=Low<br />
|startup= 15|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
* You can perform 5H after 6H but not vice-versa, so be careful how you structure your pressure.<br />
* Confirms from 2M on hit but not 5M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__3H.png |caption= AVON CALLING<br />
|name=3H<br />
|input=Genocidal Uppercut<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 29|active= 3|recovery= 32|frameAdv= -10<br />
|description=<br />
* Goes through beam and ki attacks, including beam and ki assists. Projectile guard point starts at either 6f or 7f.<br />
* Able to combo into Super Dash at the corner. Must use Vanish for follow ups mid-screen.<br />
* Has Anti-Air properties.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=High<br />
|startup= 7|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=High<br />
|startup= 12|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Long range, great air to air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 14|active= 3|recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jS.png |caption= Hey, can you put that on a coaster?<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 15|active= |recovery= |frameAdv=<br />
|description=<br />
* Will see much more use than its grounded counterpart due to being the only way to confirm air strings into j.214X and j.236L/H.<br />
* Does not have enough hitstun on its own to combo into j.236M.<br />
* Can be linked after j.2H in the corner to squeeze a little extra damage out of combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__j2H.png |caption= This kick looks really uncomfortable...<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 15|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Launches the opponent sideways, much like Cell's j.2H.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Chaser</font> ======<br />
{{MoveData<br />
|image= DBFZ_Cooler_DeathChaser.png<br />
|caption= You've heard of Red Hot Kick, now get ready for Cooler Purple Kick<br />
|input= 236L/M/H (Air OK)<br />
|name=Death Chaser<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=400, 1200|guard=High<br />
|startup= 24|active= 5|recovery= 21|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage=400, 1000|guard=High<br />
|startup= 20|active= until lands|recovery= 28|frameAdv=<br />
|description=<br />
* Does not knock down, but gives good corner carry.<br />
* You can perform actions after Cooler kicks off of the opponent but before he hits the ground, allowing for easy safejump setups in the corner.<br />
* You can airdash after this move if you've saved your aerial action, which allows you to tech chase or go for mixups.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=400, 900, 500|guard=High<br />
|startup= 27|active= 8|recovery= 26|frameAdv= -7<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage=400, 750, 500|guard=High<br />
|startup= 24|active= until lands|recovery= 23|frameAdv=<br />
|description=<br />
* Gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=400, 900, 700|guard=High<br />
|startup= 24|active= 5|recovery= 37|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage=400, 750, 700|guard=High<br />
|startup= 20|active= until lands|recovery= 22|frameAdv=<br />
|description=<br />
* Gives even better sliding knockdown than the M version, combined with the L version's speed, making it an ideal combo ender for both pressure and damage<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption="When your planet is in ashes, then you have my permission to die."<br />
|input=214L/M/H (Air OK)<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= 40|frameAdv= -36<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= |frameAdv=<br />
|description=<br />
* Has Anti-Air property.<br />
* Is a better starter than the other versions.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage= 950|guard=All<br />
|startup= 18|active= 10|recovery= 55|frameAdv= -45<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage= 950|guard=All<br />
|startup= 15|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000|guard=All<br />
|startup= 10|active= 10|recovery= 57|frameAdv= -44<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage=1000|guard=All<br />
|startup= 10|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker Follow-up</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreakerFollow-up.png<br />
|caption="So how does it ''FEEL''?"<br />
|input=Death Breaker > L/M/H on hit<br />
|name=Death Breaker Follow-up<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ender of choice due to not switching sides.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=600, 900|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HH<br />
|damage=600, 900, 900|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
* Leaves Cooler next to the opponent.<br />
* If used after H Death Breaker, damage increases.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Flash</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathFlash.png<br />
|caption= 'yyYYYEAAAAHHHH!!!'<br />
|input=236S (Air OK)<br />
|name=Death Flash<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=270*5 |guard=All<br />
|startup= 26|active= 25|recovery= 29|frameAdv= -7<br />
|description=<br />
* Multi-hitting beam with very slow startup.<br />
* Don't use this in blockstrings unless you wanna get stuffed.<br />
* Confirms into Death Crasher from full screen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Shaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathShaker.png<br />
|caption= Fullscreen low considered ''ground breaking'' discovery<br />
|input=214S<br />
|name=Death Shaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 1000|guard=Low<br />
|startup= 22|active= 5|recovery= 32|frameAdv= -10<br />
|description=<br />
* Fullscreen low, can confirm into his level 1 or a vanish.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption= Faux Psyblade<br />
|input=A1/A2<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup=27 |active= 10|recovery= 61|frameAdv= 26<br />
|description=<br />
* Larger hitbox than the other DP assists, which can make it a slightly more useful tool for getting out of pressure.<br />
* Invincible from frame 10 onwards.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Crasher</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathCrasher1.png |caption= '''''"RRRRAAAAAAAAAHHH!"'''''<br />
|image2=DBFZ_Cooler_DeathCrasher2.png |caption2=''"Imma plant '''ME''' a dumbass tree!"''<br />
|input=236L+M or 236H+S<br />
|name=Death Crasher<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=2520<br>Min: 908 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=1500<br>Min: 750 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides, you'll lose corner pressure if used in the corner.<br />
* Not invincible until after startup.<br />
* Cinematic super, so other projectiles will whiff when Cooler's is used.<br />
* DHC-ing immediately won't trigger the side switch while not sacrificing too much damage.<br />
Not a bad level 1, as it can easily connect from most of Cooler's tools, most notably from a full screen 214S. The side switch is a bit of a hindrance. However, with the right team compositions, you can use this to get right back into the corner (most notably, Super Saiyan Goku's level 3 will give Goku hard knockdown in the corner, due to how his level 3 works).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Drop</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathDrop.png<br />
|caption= THIS ISN'T FRIEZA'S LEVEL 3 I SWEAR<br />
|input=j.236L+M or j.236H+S<br />
|name=Death Drop<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800, 1200<br>Min: 320, 480 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Easily confirms off of the M and H versions of Death Chaser and any version of Death Breaker.<br />
* The only one of Cooler's supers that doesn't switch sides, making it the best option for keeping the opponent cornered after a combo.<br />
* Input 2369L+M/H+S to use this super after a grounded combo if you want to avoid Death Crasher's side switch.<br />
* Vulnerable to Anti-Airs similar to Vegito's Omega Finishing Blow.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Atomic Supernova</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_AtomicSupernova1.png |caption=Thought you could just press buttons, did you?<br />
|image2=DBFZ_Cooler_AtomicSupernova2.png |caption2= Like Frieza's, but bigger.<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Atomic Supernova<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Catch<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Attack<br />
|damage=4020 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* On the ground, Cooler uses up 3 Ki gauges and enters a stance, he will only attack if he's hit during this stance.<br />
* Has guard point against everything but grabs. However its downfall comes from the fact that:<br />
**A. It will only stun the opponent on guarding physical attacks.<br />
**B. The actual attack is a throw that will whiff on just simply crouching, low profile attacks, or even characters ''falling down''.<br />
* All of these combined meaning a lot projectiles attacks will get away scot-free, e.g. shooting Ki blasts and spamming 2H, Vanish on reaction to the grab.<br />
* However, it can do a few things other Level 3 cannot, notably countering safejumps.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=4770<br>Min: 1515 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Has frame 1 invulnerability like typical Level 3 but is vulnerable to Anti-Airs.<br />
* Whiff on crouching, etc.<br />
* This is also Cooler's DHC.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Cooler}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Cooler]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Teen_Gohan&diff=106814DBFZ/Teen Gohan2019-01-25T21:07:17Z<p>42.113.252.224: /* 5L */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Son Gohan (Teen)<br />
|-<br />
||<br />
[[File:DBFZ_Teen_Gohan_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|TeenGohan}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Defensive/Counter, Rushdown, Power<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Named in honor of his father's adoptive grandfather, Son Gohan is the firstborn son of Goku. Even as a young child, Gohan possessed hidden reservoirs of power that he could tap into when his anger is stoked. Young Gohan abhorred violence, but always came to the aid of his father and their friends when the need arose, eventually becoming the first to attain the state of Super Saiyan 2 during his battle against the villainous android Cell.<br />
<br />
In ''Dragon Ball FighterZ'', the younger version of Gohan is a fast and powerful fighter who makes up for his lack of range and mix-up options with an overwhelming strength that can subdue careless opponents quickly.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Has very strong corner carry from almost any hit due to bomb loops leading to corner-to-corner combos.<br />
* Has some of the highest damage potential in the game (solo too).<br />
* Has a meterless reversal;DP (having a meterless reversal in this game is a big deal).<br />
* Has some of the highest minimum damage on his LV1 in the game 2nd only to Tien as well as a very damaging Level 3.<br />
* Extremely high meter gain from specials making even combos that use meter, meter positive; makes him a potentially-powerful anchor as well as an insane battery.<br />
* The only character in the game with a lethal Level 5 in terms of damage. <br />
* His level 1 super gives certain characters double supers off of DHCs.<br />
| style="width: 50%;"|<br />
* Stubby limbs that equal short-ranged normals and projectiles that can be super dashed through give him a weak neutral game overall.<br />
* Due to the nature of his pressure. His honesty in terms of having to condition to get things going can be seen as a drawback.<br />
* Requires K. Buu Assist/Specific scenarios (for e.g. Snapback) for any sort of un-reactable mixup.<br />
* Generally needs an assist to approach.<br />
* Can be difficult to use in DHCs because of Motionless Kamehameha's angle of fire.<br />
* Even with an assist his DP is still extremely unsafe. To make his DP safe: 2 assists are needed or a bar to use EX DP/Vanish <br />
|-<br />
|}<br />
{{CharLinks-DBFZ|TeenGohan}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_5L.png |caption=<br />
|image2=DBFZ_TeenGohan_5LL.png |caption2=<br />
|image3=DBFZ_TeenGohan_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup=6 |active=3 |recovery=12 |frameAdv=-3<br />
|description=<br />
* One of the better reaching first Light normals among the cast.<br />
* Pushes Gohan forward slightly, giving it more reach than most others who remain stationary on their first Light attack.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup=11 |active=3 |recovery=12+3 |frameAdv=-2<br />
|description=<br />
* Leaps really high with a jump kick, high enough to airdash over crouching enemies (except Broly) and cross them up.<br />
* Has enough time and height to double jump, airdash and attempt an overhead Light on the way down (with precise timing, Gohan can combo j.L > 5L solo).<br />
* On block, Gohan has a window of opportunity to 5LLL, j.5S, j.2S, Flying Kick, Super Dash, Vanish, Change.<br />
* On hit, it props the opponent up in the air for a good length of time, allowing for a few airborne followups.<br />
* Adds to every follow-ups ~10 extra frames of landing recovery, this means 5LL cannot be used for high-low mixups.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup=13 |active=2 |recovery=15+3 |frameAdv=-4<br />
|description=<br />
* Skywards launcher, Gohan has no followup except a Super Dash.<br />
* Switches sides on hit except in the corner. However, mashing the followup Super Dash will still keep him same side.<br />
* Delaying 5LLL can give Gohan even greater height from the 5LL, allowing him to potentially kick over a crouch blocking opponent and get on the other side.<br />
* Has head property meaning the opponent can 2H a delayed 5LLL.<br />
* On block, Gohan can follow up with Flying Kick, Super Dash, Vanish or Change.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup=9 |active=3 |recovery=16 |frameAdv=-3<br />
|description=<br />
* A surprisingly safe, but otherwise unremarkable Medium; one of the shorter-reaching 5M normals among the cast.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup=15 |active=6 |recovery=10+8 |frameAdv=-8<br />
|description=<br />
* Fairly average Heavy attack, nothing special.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~4 |guard=All<br />
|startup=11 |active= |recovery=25 |frameAdv=-2<br />
|description=<br />
* Generic Ki blasts, can be super dashed through or reflected during blockstun.<br />
* Fourth hit pops the opponent in the air, can confirm into Medium 5-Hit Combo from its near maximum range.<br />
* At closer range, L and M 5-Hit Combo can be confirmed into from any of the four Ki blasts.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup=7 |active=3 |recovery=13 |frameAdv=-4<br />
|description=<br />
* Extremely short range low attack.<br />
* Its range is helped a bit if you start with 5L to get some forward motion.<br />
* Be careful when using this in pressure however as 2L > 2L will push Gohan back quite a lot.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2M.png |caption=The baseball slide. Might come in handy in his later years.<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup=11 |active=12 |recovery=12 |frameAdv=-8<br />
|description=<br />
* A slide with above average ground coverage.<br />
* Gohan's 2M inherits more forward momentum from a forward dash than most other characters, giving it deceptively greater range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2H.png |caption= SHORYUKEN<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup=15 |active=3 |recovery=22+6 |frameAdv=-17<br />
|description=<br />
* Launcher that lifts Gohan off of the ground and has a long recovery, leaving him extremely vulnerable.<br />
* However, it does lift him just high enough that there is a sizable window in which many low normals may whiff under him.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2S.png |caption= "The human body is composed of 70% water... I am 100% '''''DEATH'''''! '''''HAVE SOOOME!'''''"<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600, 700 |guard=All<br />
|startup=32 |active=10 |recovery=21+8 |frameAdv=?<br />
|description=<br />
* 1S or [2]S leap Gohan backwards before throwing the Ki Bomb, 3S or tap 2S leap forwards. <br />
* Is treated like a generic Ki blast meaning opponents can super dash through the projectile.<br />
* If the projectile hits, the opponent will be carried by the projectile towards the point of the explosion.<br />
* The explosion pops up the opponent long enough that Gohan can hit confirm with a variety of attacks.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup=24 |active=6 |recovery=4+6 |frameAdv=0<br />
|description=<br />
* A typical overhead, with Gohan's extremely short reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup=6 |active=3 |recovery=13 |frameAdv=<br />
|description=<br />
* Short and stumpy, like the rest of Gohan's air normals. They only have a use during combos. Gohan won't be winning any air battles with them.<br />
* Next to impossible to use as a crossup, extremely difficult to land on crouching opponents unless you time it perfectly.<br />
* It does however have a hitbox past the actual move (visually) so in some cases it may be useful.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup=9 |active=2 |recovery=20 |frameAdv=<br />
|description=<br />
* Short and stumpy, like the rest of Gohan's air normals. <br />
* jM requires very specific spacing to work as a crossup, and is extremely difficult to land on crouching opponents in the first place unless you time it perfectly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup=13 |active=3 |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Short and stumpy, like the rest of Gohan's air normals.<br />
* j.H isn't going to work as a crossup, but it works just fine as an Instant Airdash overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400*1~4 |guard=All<br />
|startup=13 |active=3 |recovery=21 |frameAdv=<br />
|description=<br />
* As generic Ki blasts, they can be ignored by a super dash and reflected during blockstun.<br />
* The fourth Ki blast pops up the opponent, allowing for very few followups depending on your distance and position on the stage.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup=11 |active=3 |recovery=26 |frameAdv=<br />
|description=<br />
* The typical air launcher.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2S.png |caption=<br />
|name=j.2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600, 700 |guard=All<br />
|startup=20 |active= |recovery= |frameAdv=<br />
|description=<br />
* j.1S moves Gohan backwards before throwing the Ki Bomb, j.2S and j.3S has Gohan leap forwards.<br />
* Is treated like a generic Ki blast, opponents can super dash through the projectile.<br />
* If the projectile hits, the opponent will be carried by the projectile towards the point of the explosion.<br />
* The explosion pops up the opponent long enough that Gohan can hit confirm with a Super Dash all the way from full screen.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">5-Hit Combo</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FiveHitCombo.png |caption=''"Bitch Move."''<br />
|input=236L/M/H<br />
|name=5-Hit Combo<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=500*4, 700 |guard=All<br />
|startup=13 |active=6 |recovery=10+4 |frameAdv=-4<br />
|description=<br />
* A fast kick that covers roughly 40% of fullscreen distance.<br />
* On hit, press L/M/H to follow up with four more side switching attacks.<br />
* Pressing L will do L followups, M/H will do M followups.<br />
* 236L and L followups keep the opponent in place if they're on the ground, push them slightly away if they're in the air.<br />
* L fifth hit sends the opponent behind Gohan, and will wallbounce if reaches the corner.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=500*4, 700 |guard=All<br />
|startup=13 |active=11 |recovery=13+4 |frameAdv=-12<br />
|description=<br />
* Gohan's longest reaching physical attack, covering roughly 80% of the screen.<br />
* 236M knocks the opponent away, but M followups kick them with strong force that will result in a weak wallbounce.<br />
* M fifth hit sends the opponent in front of Gohan, and will wallbounce if reaches the corner.<br />
* With proper timing between button presses, Gohan can carry an opponent across more than 70% of the whole stage length and get them in the corner.<br />
* On block will cause Gohan to cross sides over the opponent, with the exception of NOT crossing over big characters like Cell and 16 unless they are crouching.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=300*4, 700 |guard=All<br />
|startup=14 |active=7 |recovery=13+3 |frameAdv=-7<br />
|description=<br />
* In between L and M versions, covers about 60% of the screen.<br />
* On hit, automatically performs all followups in rapid succession.<br />
* 236H and H followups knock opponent slightly away like L version, but carry them up into the air like M version.<br />
* H fifth hit sends the opponent in front of Gohan, causes a wallbounce anywhere on the stage, setting up for a super dash.<br />
* On block will cause Gohan to cross sides over the opponent, with the exception of NOT crossing over big characters like Cell and 16 unless they are crouching.<br />
M and H version on hit can sometimes switch sides. This can only be done on small characters, when they are outside of the corner, AND requires you to be at their faces. Not something you can do intentionally in a match, but should be on the lookout for.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Flying Kick</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FlyingKick.png |caption= Lightning Legs!<br />
|input=j.236L/M/H<br />
|name=Flying Kick<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=350*N |guard=All<br />
|startup=8 |active=3(2)3(2)3 |recovery=10 |frameAdv=<br />
|description=<br />
* Can be used to extend pressure with the use of an assist. Interrupts Gohan's air movement momentarily, delaying his fall.<br />
* Hold down L to continue to kick indefinitely until landing. Performs 3 kicks at minimum.<br />
* Light Flying Kick inherits the trajectory of Gohan's last jump, super-jump or airdash.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=100*7, 700 |guard=All<br />
|startup=16 |active=[3(1)3]Till L |recovery=6 |frameAdv=<br />
|description=<br />
* Gohan performs kicks for a short while or until he makes contact with the opponent, he will always deliver the full damage on hit.<br />
* Builds roughly 60% of one bar on hit, and 25% of one on block, making it great for charging meter quickly.<br />
* Medium Flying Kick always sends Gohan forwards, similar to a Light kick with a normal forward jump.<br />
* Will cause a weak wallbounce anywhere on the stage, can only be followed up with a fast normal in the corner, or a Vanish if fullscreen.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=80*13, 900 |guard=All<br />
|startup=12 |active=[3(1)3]Till L |recovery=6 |frameAdv=+7(lowest height)<br />
|description=<br />
* Similar to the Medium version, will deliver the full barrage of kicks on hit, but the Heavy version kicks at the air for much longer.<br />
* Has the same forward trajectory as the Medium version.<br />
* Causes a strong wallbounce with greater knockback, allowing for more followups midscreen.<br />
* Only plus if done as low as possible. When canceled into from 5LL, 5LLL, or 2H into j.236H it is minus.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Dragon Flight</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=''"You forgot your water wings."''<br />
|input=214L/M/H<br />
|name=Super Dragon Flight<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=1000 |guard=All<br />
|startup=9 |active=10 |recovery=22+8 |frameAdv=-28<br />
|description=<br />
* Gohan's anti-air. In some cases it is better to use this in conjunction with an assist or Vanish for pretty big damage.<br />
* A fast but not fully invul DP. It is frame 1 invincible from head attribute which makes this an amazing anti-air.<br />
* As it is head invincible from f1 this anti-air DP can punish strings with small gaps that a 2H can't. For e.g. SSJ Vegeta's 236M > Vanish.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1350 |guard=All<br />
|startup=16 |active=16 |recovery=29+8 |frameAdv=-41<br />
|description=<br />
* Invincible 1-17.<br />
* A much larger, higher and further-forward reaching punch.<br />
* Gohan's go-to DP.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000, 200*6 |guard=All<br />
|startup=9 |active=3 |recovery=29 |frameAdv=-20<br />
|description=<br />
* Invincible 1-11.<br />
* A two-part attack. Gohan first attacks with a bodyblow before performing the uppercut.<br />
* If the first punch is blocked or whiffs, Gohan will not perform the uppercut and is extremely negative on block.<br />
* If the opponent is not on or close enough to the ground, Gohan may not perform the uppercut even if the first attack hits.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=<br />
|input=A1/A2<br />
|name=Super Dragon Flight<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup=21 |active=16 |recovery=68 |frameAdv=<br />
|description=<br />
* Invincible 5-22.<br />
* Gohan's Medium Dragon Flight in Assist form, a DP on demand.<br />
* As a defensive tool, while Gohan may be invincible after teleporting in, your active character is not. Keep blocking if you wish to use Gohan to intercept.<br />
* The Assist version allows the opponent to recover at the very apex of the launch, even sooner than if Gohan were the active character, so follow up immediately.<br />
* Gohan will only appear a short distance in front of the active character, so it is difficult to put it to use outside of a few situations where you are point blank with the opponent.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Motionless Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_MotionlessKamehameha.png |caption= ''"Really?"''<br />
|image2=DBFZ_TeenGohan_MotionlessKamehameha2.png |caption2= '''''"HAAAAAAAAAAAAAAAA!!!"'''''<br />
|input=236L+M or 236H+S<br />
|name=Motionless Kamehameha<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=340*10 |guard=All<br />
|startup=9+4 |active=41 |recovery=33 |frameAdv=<br />
|description=<br />
* Invincible 9-20.<br />
* Minimum damage is 91*10.<br />
* One of the highest damaging level 1 super.<br />
* Enable double supers for a few characters (e.g. Vegito).<br />
Gohan fires a Kamehameha diagonally upward. Because this can only be used on the ground and the angle it hits at, you'll need combo into it off of very specific things<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Father-Son Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FatherSonKamehameha.png |caption=''"Dad, I'm gonna go all out!"''<br />
|image2=DBFZ_TeenGohan_FatherSonKamehameha2.png |caption2=''"Now, plant your feet, grit your teeth..."''<br />
|image3=DBFZ_TeenGohan_FatherSonKamehamehaFullPower.png |caption3= '''''"And eat... that... HORSE!!!"'''''<br />
|input=214L+M or 214H+S<br />
|name=Father-Son Kamehameha <br />
|data= <br />
{{AttackData-DBFZ<br />
|version=Normal Power<br />
|damage=230*20 |guard=All<br />
|startup=13+4 |active=82 |recovery=51 |frameAdv=-30<br />
|description=<br />
* Invincible frame 1.<br />
Gohan's Level 3. Hits full screen and has a lot of vertical reach as well. A lot slower than most Lv3 beams thus it is easy to whiff as a combo ender.<br />
}}<br />
{{AttackData-DBFZ<br />
|version=Full Power<br />
|subtitle=Hold down any button on hit or clash<br />
|header=no<br />
|damage=110*20<br />
|guard=All<br />
|startup=2+0 |active=78 |recovery=99 |frameAdv=<br />
|description=<br />
* Costs an additional 2 Ki gauges so you'll need 5 meters altogether.<br />
* Good for extra damage to kill a near dead opponent.<br />
* Minimum damage for the entire super is 80*20, 55*20.<br />
By spending an extra 2 Ki Gauge, you get an extension on the regular Father-Son Kamehameha where Gohan puts all his power into the blast just like he did in the anime. It costs more meters but can be very good to get that extra damage to kill a character at the end of a combo. <br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|TeenGohan}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Gohan]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Android_17&diff=106813DBFZ/Android 172019-01-25T21:01:53Z<p>42.113.252.224: /* Supers */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Android 17<br />
|-<br />
||<br />
[[File:DBFZ_Android 17_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Android 17}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Wall Jump, Dash Type: Run<br />
;Play-style<br />
:Rushdown, Rekka<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Android 18's younger twin brother. Forcibly turned into a cyborg alongside his sister by Dr. Gero for the purpose of destroying Son Goku, he rebelled and killed Dr Gero with little effort. Despite being free from the doctor's demands, both 17 and 18, along with the reactivated Android 16, continued in their task in killing Son Goku just for the entertainment. 17 was then absorbed by Imperfect Cell, but was later revived by Shenron after Cell's defeat. With Goku gone and the world at peace for the time, Android 17 became a park ranger in order to preserve nature and wildlife. Many years later, 17 finds himself with the Z Fighters again after being recruited by Son Goku to join in the Tournament of Power as one of Universe 7's strongest warriors, with 17 ultimately winning the tournament as the last remaining fighter.<br />
<br />
The Park Ranger leaves his island to land in ''Dragon Ball FighterZ'' as a DLC character. Here, Android 17 operates as a speed-type character who can throw out many special moves with follow-up inputs, as well as punish moves with his barrier.<br />
<br />
===Drivers===<br />
*4 hits per driver combo, but the 3 followups can be done in any order. 2S can always be added as an ender.<br />
*If no direction input is used, the order will go Top Gear > Second Gear > Low Gear<br />
*However, each Gear followup could only be used once.<br />
*2S will always end the rekka sequence.<br />
*5S will naturally halt the sequence, but can continue if struck upon.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Rekkas/multi-inputs and 4 lows give him a plethora of mixup options and damage.<br />
* Above average solo damage in the right scenarios.<br />
* Multiple ToD routes with the right assists and amazing meter gain in sparking.<br />
| style="width: 50%;"|<br />
* Stubby normals, on top of needing assists to safely get in close or to make some of his blockstrings safe, forcing him into a point role.<br />
* Subpar assist.<br />
* More technical than other characters, which requires a higher level of execution and solid conditioning for his offensive tactics.<br />
* His only projectile that cannot be super dashed through requires a charge, leaving him with an undesirable ranged game.<br />
* Rekka sequences scale horribly, reducing their effectiveness as a mixup tool.<br />
|-<br />
|}<br />
<br />
{{CharLinks-DBFZ|Android 17}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5L.png |caption=<br />
|image2=DBFZ_ Android 17_5LL.png |caption2=<br />
|image3=DBFZ_ Android 17_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= 2|recovery= 13|frameAdv= -3<br />
|description=<br />
* Basic jab with very poor range<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 12|active= 5|recovery= 16|frameAdv= -2<br />
|description=<br />
* A17 dashes a good bit forward during this move<br />
* Strikes lower than the jab, usually whiffing on aerial opponents if you happen to catch them with one.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= 15|active= 4|recovery= 17|frameAdv= -5<br />
|description=<br />
* A17 Lunges forward and strikes with both his fists.<br />
* Is considered airborne during this move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 11|active= 4|recovery= 17|frameAdv= -5<br />
|description=<br />
* Lunges forward at medium range to reach opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 15|active= 4|recovery= 22|frameAdv= -10<br />
|description=<br />
* Good move for setting up rekka combos and pressure<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4*<br />
|description=<br />
* Can be repeated up to six times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup= 7|active= 3|recovery= 13|frameAdv= -4<br />
|description=<br />
* Hits low<br />
* Has short range and a second 2L can easily whiff even if the first one connects<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= 4|recovery= 18|frameAdv= -6<br />
|description=<br />
* Incredibly short range for a 2M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= 3|recovery= 29|frameAdv= -16<br />
|description=<br />
* A very risky move since it can only be cancelled to superdash, 214S or 236S on block. Your opponent will know to wait for his 2H if he blocks this.<br />
* Difficult to combo in to normally.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= 6|recovery= 10|frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_3H.png |caption= Gordeau Slide<br />
|name=3H<br />
|input=Sliding Sweep<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=750 |guard=Low<br />
|startup= 15|active= 6|recovery= 20|frameAdv= -10<br />
|description=<br />
* Can be followed up by 2H/5H.<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= 4|recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jS.png |caption=AKA, The Future Gohan Killer<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=250*2~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Can be repeated up to three times.<br />
* Highly valuable combo tool in corner sparking combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= 5|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Accel Driver</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android17_AccelDriver.png<br />
|caption=Palm them with style.<br />
|input=236L/M/H<br />
|name=Accel Driver<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 18|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* 17 rushes in to his opponent to perform an open palm strike against his opponent's chest.<br />
* All versions have Anti-Air property.<br />
* M and H versions can hold down the button and act as a fake out, similar to Trunks' Change the Future.<br />
* "Gear" follow-ups can be used even on whiff.<br />
* Any of the "Gear" follow-ups performed during Accel Driver can cancel into Finishing Driver.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=950 |guard=All<br />
|startup= 25|active= 4|recovery= |frameAdv= -20<br />
|description=<br />
* Covers a lot more range.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=All<br />
|startup= 33|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* Crosses the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Finishing Driver</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android17_FinishingDriver.png<br />
|caption=Move back a bit, then strike.<br />
|input=214L/M/H<br />
|name=Finishing Driver<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 31|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=950 |guard=All<br />
|startup= 37|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=All<br />
|startup= 40|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* 17 sways back for a second, and then rushes to the opponent to perform an open palm strike against his opponent's chest.<br />
* Can be cancelled into rekka followups before 17 starts rushing.<br />
* All properties after the backstep are the same as Accel Driver.<br />
* Any of the "Gear" follow-ups performed during Finishing Driver can cancel into Accel Driver.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Driver Follow-Ups</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android17_TopGear.png |caption=Combo and frame trap<br />
|image2=DBFZ_Android17_SecondGear.png |caption2=Overhead<br />
|image3=DBFZ_Android17_LowGear.png |caption3=Low<br />
|image4=DBFZ_Android17_FakeOut.png |caption4=Fake overhead aka 17 doing his best A.Gohan impression<br />
|image5=DBFZ_Android17_ReverseGear.png |caption5=Counter. H version can cancel into attack very quickly.<br />
|input=Any Button after a "Driver" attack<br />
|name=Driver Follow-Ups<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Top Gear<br />
|subtitle=5L/M<br />
|damage=700<br>750 |guard=All<br />
|startup= 8<br>10|active= 6<br>6|recovery= |frameAdv= -5<br>-5<br />
|description=<br />
* All M followups deal more damage and have more range than L version, however the extended range varies between moves.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Second Gear<br />
|subtitle=6L/M<br />
|damage=700<br>750 |guard=High<br />
|startup= 25<br>26|active= 4<br>3|recovery= |frameAdv= -9<br>-8<br />
|description=<br />
* Has Head property, so it loses against attacks with Anti-Air properties.<br />
* Can be used in tandem with 5S to create an option select that beats 2H.<br />
* Has an abhorring 60% initial proration, whereas other rekka moves have 70% when used as a combo starter.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Low Gear<br />
|subtitle=2L/M<br />
|damage=700<br>750 |guard=Low<br />
|startup= 10<br>12|active= 4<br>4|recovery= |frameAdv= -9<br>-10<br />
|description=<br />
* Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Fake Out<br />
|subtitle=4L/M<br />
|damage= |guard=<br />
|startup= 23<br>25*|active= |recovery= |frameAdv=<br />
|description=<br />
* Has a bit of landing recovery.<br />
* Cancellable to another rekka followup after 23/25 frames, making it a bit faster than the overhead.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Reverse Gear<br />
|subtitle=5H/S<br />
|damage=1000 |guard=All<br />
|startup= 8<br>19|active= 24<br>33|recovery= 13<br>13|frameAdv= -6<br>-6<br />
|description=<br />
* The followup Ki blast isn't automatic and you have to press a button to trigger it.<br />
* H version can freely be cancelled in to its Ki blast before it enters recovery.<br />
* S version can only cancel to the Ki blast after absorbing a hit.<br />
* Ki-blast flows freely into rekka, causes a wallbounce and is fully invulnerable during its animation.<br />
* Absorbing hits with the barrier grants 0.25 bar for every hit absorbed. Furthermore absorbing a hit negates the barrier's recovery and the barrier is extended as longs an attack occurs on the next frame.<br />
* Vulnerable against grabs and supers.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Acrobatic Assault<br />
|subtitle=4S or 6S<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Power Blitz Charge<br />
|subtitle=2S<br />
|damage=800 |guard=All<br />
|startup= 14|active= 6|recovery= 52|frameAdv= -18<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Power Blitz<br />
|subtitle=2S after Charge <br />
|damage=300,150*4 each |guard=All<br />
|startup= 17, 34|active= |recovery= |frameAdv= +6<br />
|description=<br />
* These work the same as their traditional inputs.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Acrobatic Assault</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_AcrobaticAssault.png<br />
|caption= *SF2 Claw Yodels*<br />
|input=236S or 214S (Air OK)<br />
|name=Acrobatic Assault<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* When 17 jumps off the wall, he is considered airborne. <br />
* All aerial inputs (other than jump and air dash) are possible.<br />
* Airborne at 12f when performed on the ground.<br />
* Earliest cancel from wall hop at 7f.<br />
* Landing recovery is 9f. Can't even make a true blockstring from this with j.H and 5L.<br />
* Seriously fck this move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Power Blitz Charge</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_PowerBlitzCharge.png<br />
|caption= 17 pretending to do Final Flash<br />
|input=22S<br />
|name=Power Blitz Charge<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= 14|active= 6|recovery= 52|frameAdv= -18<br />
|description=<br />
* 17's hands have hitboxes during the initial portion of the charging animation.<br />
* 17 must complete the full animation to store the Power Blitz Charge.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Power Blitz</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_PowerBlitz.png<br />
|caption=<br />
|input=22S after Charge (Air OK)<br />
|name=Power Blitz<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300,150*4 each |guard=All<br />
|startup= 17, 34|active= |recovery= |frameAdv= +6<br />
|description=<br />
* Guaranteed sliding knockdown.<br />
* First ball arcs up while the second goes diagonally down.<br />
* 17 must release both projectiles to lose the Power Blitz Charge. Should the opponent interrupt him at an earlier point, he keeps the charge.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Android17_ReverseGear.png |caption=<br />
|input=A1/A2<br />
|name=Reverse Gear<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= 22; 53-65|active= 15; 4|recovery= |frameAdv= +35<br />
|description=<br />
* Attack comes out very slow and does not wallbounce.<br />
* Only protects point character for one hit.<br />
* As with the regular move, barrier is extended to cover the Ki blast if a hit is absorbed during its actives.<br />
* Has very plentiful hitstop and hitstun, 20f and 46f respectively, allowing for some characters to even perform double supers.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Endgame</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_Endgame1.png|caption=''"Sorry, Doc."''<br />
|image2=DBFZ_ Android 17_Endgame2.png|caption2= ''"Just following orders."''<br />
|input=236L+M or 236H+S<br />
|name=Endgame<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=2417<br>Min: 891 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=1417<br>Min: 708 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Teleports behind <s>you</s> the opponent.<br />
* Unlike Cooler, DHC early won't keep you same side while still get reduced damage. <br />
* KOing with this causes a kneeling animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Barrier Explosion</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_BarrierExplosion1.png|caption=''"I'll put a little effort into this!"''<br />
|image2=DBFZ_ Android 17_BarrierExplosion2.png|caption2=''"Get out of here!"''<br />
|input= j.236L+M or j.236H+S<br />
|name=Barrier Explosion<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=2322<br>Min: 817 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=1417<br>Min: 708 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* 17 becomes invulnerable to all attacks except Supers. ''Can'' be Anti-Air'd however.<br />
* Opponent cannot tech in the air, so certain assists (Teen / Adult Gohan, Cooler, etc) can be used to combo after (timing for this is tight, need to be high in the air to work).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Electric Strike</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_SuperElectricStrike.png|caption=''"I'm gonna beat you like a rug... '''HAAA!!!'''"''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Electric Strike<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=320*15<br>Min: 96*15 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ground version makes 17 jump back a little bit.<br />
17 releases a lot of energy from his body into his arms, which allows him to create a giant disk of energy that can take up most of the screen in all directions. As a projectile Level 3 attacks, the damage is mediocre, but it doesn't scale as much. However, the blue health created by the attack could be easily healed during sparking.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Android 17}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Android 17]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Android_17&diff=106810DBFZ/Android 172019-01-25T20:36:47Z<p>42.113.252.224: /* Assist */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Android 17<br />
|-<br />
||<br />
[[File:DBFZ_Android 17_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Android 17}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Wall Jump, Dash Type: Run<br />
;Play-style<br />
:Rushdown, Rekka<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Android 18's younger twin brother. Forcibly turned into a cyborg alongside his sister by Dr. Gero for the purpose of destroying Son Goku, he rebelled and killed Dr Gero with little effort. Despite being free from the doctor's demands, both 17 and 18, along with the reactivated Android 16, continued in their task in killing Son Goku just for the entertainment. 17 was then absorbed by Imperfect Cell, but was later revived by Shenron after Cell's defeat. With Goku gone and the world at peace for the time, Android 17 became a park ranger in order to preserve nature and wildlife. Many years later, 17 finds himself with the Z Fighters again after being recruited by Son Goku to join in the Tournament of Power as one of Universe 7's strongest warriors, with 17 ultimately winning the tournament as the last remaining fighter.<br />
<br />
The Park Ranger leaves his island to land in ''Dragon Ball FighterZ'' as a DLC character. Here, Android 17 operates as a speed-type character who can throw out many special moves with follow-up inputs, as well as punish moves with his barrier.<br />
<br />
===Drivers===<br />
*4 hits per driver combo, but the 3 followups can be done in any order. 2S can always be added as an ender.<br />
*If no direction input is used, the order will go Top Gear > Second Gear > Low Gear<br />
*However, each Gear followup could only be used once.<br />
*2S will always end the rekka sequence.<br />
*5S will naturally halt the sequence, but can continue if struck upon.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Rekkas/multi-inputs and 4 lows give him a plethora of mixup options and damage.<br />
* Above average solo damage in the right scenarios.<br />
* Multiple ToD routes with the right assists and amazing meter gain in sparking.<br />
| style="width: 50%;"|<br />
* Stubby normals, on top of needing assists to safely get in close or to make some of his blockstrings safe, forcing him into a point role.<br />
* Subpar assist.<br />
* More technical than other characters, which requires a higher level of execution and solid conditioning for his offensive tactics.<br />
* His only projectile that cannot be super dashed through requires a charge, leaving him with an undesirable ranged game.<br />
* Rekka sequences scale horribly, reducing their effectiveness as a mixup tool.<br />
|-<br />
|}<br />
<br />
{{CharLinks-DBFZ|Android 17}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5L.png |caption=<br />
|image2=DBFZ_ Android 17_5LL.png |caption2=<br />
|image3=DBFZ_ Android 17_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= 2|recovery= 13|frameAdv= -3<br />
|description=<br />
* Basic jab with very poor range<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 12|active= 5|recovery= 16|frameAdv= -2<br />
|description=<br />
* A17 dashes a good bit forward during this move<br />
* Strikes lower than the jab, usually whiffing on aerial opponents if you happen to catch them with one.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= 15|active= 4|recovery= 17|frameAdv= -5<br />
|description=<br />
* A17 Lunges forward and strikes with both his fists.<br />
* Is considered airborne during this move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 11|active= 4|recovery= 17|frameAdv= -5<br />
|description=<br />
* Lunges forward at medium range to reach opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 15|active= 4|recovery= 22|frameAdv= -10<br />
|description=<br />
* Good move for setting up rekka combos and pressure<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4*<br />
|description=<br />
* Can be repeated up to six times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup= 7|active= 3|recovery= 13|frameAdv= -4<br />
|description=<br />
* Hits low<br />
* Has short range and a second 2L can easily whiff even if the first one connects<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= 4|recovery= 18|frameAdv= -6<br />
|description=<br />
* Incredibly short range for a 2M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= 3|recovery= 29|frameAdv= -16<br />
|description=<br />
* A very risky move since it can only be cancelled to superdash, 214S or 236S on block. Your opponent will know to wait for his 2H if he blocks this.<br />
* Difficult to combo in to normally.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= 6|recovery= 10|frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_3H.png |caption= Gordeau Slide<br />
|name=3H<br />
|input=Sliding Sweep<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=750 |guard=Low<br />
|startup= 15|active= 6|recovery= 20|frameAdv= -10<br />
|description=<br />
* Can be followed up by 2H/5H.<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= 4|recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jS.png |caption=AKA, The Future Gohan Killer<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=250*2~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Can be repeated up to three times.<br />
* Highly valuable combo tool in corner sparking combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= 5|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Accel Driver</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android17_AccelDriver.png<br />
|caption=Palm them with style.<br />
|input=236L/M/H<br />
|name=Accel Driver<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 18|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* 17 rushes in to his opponent to perform an open palm strike against his opponent's chest.<br />
* All versions have Anti-Air property.<br />
* M and H versions can hold down the button and act as a fake out, similar to Trunks' Change the Future.<br />
* "Gear" follow-ups can be used even on whiff.<br />
* Any of the "Gear" follow-ups performed during Accel Driver can cancel into Finishing Driver.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=950 |guard=All<br />
|startup= 25|active= 4|recovery= |frameAdv= -20<br />
|description=<br />
* Covers a lot more range.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=All<br />
|startup= 33|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* Crosses the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Finishing Driver</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android17_FinishingDriver.png<br />
|caption=Move back a bit, then strike.<br />
|input=214L/M/H<br />
|name=Finishing Driver<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 31|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=950 |guard=All<br />
|startup= 37|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=All<br />
|startup= 40|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* 17 sways back for a second, and then rushes to the opponent to perform an open palm strike against his opponent's chest.<br />
* Can be cancelled into rekka followups before 17 starts rushing.<br />
* All properties after the backstep are the same as Accel Driver.<br />
* Any of the "Gear" follow-ups performed during Finishing Driver can cancel into Accel Driver.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Driver Follow-Ups</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android17_TopGear.png |caption=Combo and frame trap<br />
|image2=DBFZ_Android17_SecondGear.png |caption2=Overhead<br />
|image3=DBFZ_Android17_LowGear.png |caption3=Low<br />
|image4=DBFZ_Android17_FakeOut.png |caption4=Fake overhead aka 17 doing his best A.Gohan impression<br />
|image5=DBFZ_Android17_ReverseGear.png |caption5=Counter. H version can cancel into attack very quickly.<br />
|input=Any Button after a "Driver" attack<br />
|name=Driver Follow-Ups<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Top Gear<br />
|subtitle=5L/M<br />
|damage=700<br>750 |guard=All<br />
|startup= 8<br>10|active= 6<br>6|recovery= |frameAdv= -5<br>-5<br />
|description=<br />
* All M followups deal more damage and have more range than L version, however the extended range varies between moves.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Second Gear<br />
|subtitle=6L/M<br />
|damage=700<br>750 |guard=High<br />
|startup= 25<br>26|active= 4<br>3|recovery= |frameAdv= -9<br>-8<br />
|description=<br />
* Has Head property, so it loses against attacks with Anti-Air properties.<br />
* Can be used in tandem with 5S to create an option select that beats 2H.<br />
* Has an abhorring 60% initial proration, whereas other rekka moves have 70% when used as a combo starter.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Low Gear<br />
|subtitle=2L/M<br />
|damage=700<br>750 |guard=Low<br />
|startup= 10<br>12|active= 4<br>4|recovery= |frameAdv= -9<br>-10<br />
|description=<br />
* Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Fake Out<br />
|subtitle=4L/M<br />
|damage= |guard=<br />
|startup= 23<br>25*|active= |recovery= |frameAdv=<br />
|description=<br />
* Has a bit of landing recovery.<br />
* Cancellable to another rekka followup after 23/25 frames, making it a bit faster than the overhead.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Reverse Gear<br />
|subtitle=5H/S<br />
|damage=1000 |guard=All<br />
|startup= 8<br>19|active= 24<br>33|recovery= 13<br>13|frameAdv= -6<br>-6<br />
|description=<br />
* The followup Ki blast isn't automatic and you have to press a button to trigger it.<br />
* H version can freely be cancelled in to its Ki blast before it enters recovery.<br />
* S version can only cancel to the Ki blast after absorbing a hit.<br />
* Ki-blast flows freely into rekka, causes a wallbounce and is fully invulnerable during its animation.<br />
* Absorbing hits with the barrier grants 0.25 bar for every hit absorbed. Furthermore absorbing a hit negates the barrier's recovery and the barrier is extended as longs an attack occurs on the next frame.<br />
* Vulnerable against grabs and supers.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Acrobatic Assault<br />
|subtitle=4S or 6S<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Power Blitz Charge<br />
|subtitle=2S<br />
|damage=800 |guard=All<br />
|startup= 14|active= 6|recovery= 52|frameAdv= -18<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Power Blitz<br />
|subtitle=2S after Charge <br />
|damage=300,150*4 each |guard=All<br />
|startup= 17, 34|active= |recovery= |frameAdv= +6<br />
|description=<br />
* These work the same as their traditional inputs.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Acrobatic Assault</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_AcrobaticAssault.png<br />
|caption= *SF2 Claw Yodels*<br />
|input=236S or 214S (Air OK)<br />
|name=Acrobatic Assault<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* When 17 jumps off the wall, he is considered airborne. <br />
* All aerial inputs (other than jump and air dash) are possible.<br />
* Airborne at 12f when performed on the ground.<br />
* Earliest cancel from wall hop at 7f.<br />
* Landing recovery is 9f. Can't even make a true blockstring from this with j.H and 5L.<br />
* Seriously fck this move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Power Blitz Charge</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_PowerBlitzCharge.png<br />
|caption= 17 pretending to do Final Flash<br />
|input=22S<br />
|name=Power Blitz Charge<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= 14|active= 6|recovery= 52|frameAdv= -18<br />
|description=<br />
* 17's hands have hitboxes during the initial portion of the charging animation.<br />
* 17 must complete the full animation to store the Power Blitz Charge.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Power Blitz</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_PowerBlitz.png<br />
|caption=<br />
|input=22S after Charge (Air OK)<br />
|name=Power Blitz<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300,150*4 each |guard=All<br />
|startup= 17, 34|active= |recovery= |frameAdv= +6<br />
|description=<br />
* Guaranteed sliding knockdown.<br />
* First ball arcs up while the second goes diagonally down.<br />
* 17 must release both projectiles to lose the Power Blitz Charge. Should the opponent interrupt him at an earlier point, he keeps the charge.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Android17_ReverseGear.png |caption=<br />
|input=A1/A2<br />
|name=Reverse Gear<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= 22; 53-65|active= 15; 4|recovery= |frameAdv= +35<br />
|description=<br />
* Attack comes out very slow and does not wallbounce.<br />
* Only protects point character for one hit.<br />
* As with the regular move, barrier is extended to cover the Ki blast if a hit is absorbed during its actives.<br />
* Has very plentiful hitstop and hitstun, 20f and 46f respectively, allowing for some characters to even perform double supers.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Endgame</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_Endgame1.png|caption=''"Sorry, Doc."''<br />
|image2=DBFZ_ Android 17_Endgame2.png|caption2= ''"Just following orders."''<br />
|input=236L+M or 236H+S<br />
|name=Endgame<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=2417 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* KOing with this causes a kneeling animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Barrier Explosion</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_BarrierExplosion1.png|caption=''"I'll put a little effort into this!"''<br />
|image2=DBFZ_ Android 17_BarrierExplosion2.png|caption2=''"Get out of here!"''<br />
|input= j.236L+M or j.236H+S<br />
|name=Barrier Explosion<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=2322 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* 17 becomes invulnerable to all attacks (except supers and meteor supers).<br />
* Opponent cannot tech in the air, so certain assists (Teen / Adult Gohan, Cooler, etc) can be used to combo after (timing for this is tight, need to be high in the air to work).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Electric Strike</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_SuperElectricStrike.png|caption=''"I'm gonna beat you like a rug... '''HAAA!!!'''"''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Electric Strike<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=3904 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ground version makes 17 jump back a little bit.<br />
17 releases a lot of energy from his body into his arms, which allows him to create a giant disk of energy that can take up most of the screen in all directions. As a projectile Level 3 attacks, the damage is mediocre, but it doesn't scale as much. However, the blue health created by the attack could be easily healed during sparking.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Android 17}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Android 17]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Android_17&diff=106809DBFZ/Android 172019-01-25T20:31:27Z<p>42.113.252.224: /* Specials */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Android 17<br />
|-<br />
||<br />
[[File:DBFZ_Android 17_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Android 17}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Wall Jump, Dash Type: Run<br />
;Play-style<br />
:Rushdown, Rekka<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Android 18's younger twin brother. Forcibly turned into a cyborg alongside his sister by Dr. Gero for the purpose of destroying Son Goku, he rebelled and killed Dr Gero with little effort. Despite being free from the doctor's demands, both 17 and 18, along with the reactivated Android 16, continued in their task in killing Son Goku just for the entertainment. 17 was then absorbed by Imperfect Cell, but was later revived by Shenron after Cell's defeat. With Goku gone and the world at peace for the time, Android 17 became a park ranger in order to preserve nature and wildlife. Many years later, 17 finds himself with the Z Fighters again after being recruited by Son Goku to join in the Tournament of Power as one of Universe 7's strongest warriors, with 17 ultimately winning the tournament as the last remaining fighter.<br />
<br />
The Park Ranger leaves his island to land in ''Dragon Ball FighterZ'' as a DLC character. Here, Android 17 operates as a speed-type character who can throw out many special moves with follow-up inputs, as well as punish moves with his barrier.<br />
<br />
===Drivers===<br />
*4 hits per driver combo, but the 3 followups can be done in any order. 2S can always be added as an ender.<br />
*If no direction input is used, the order will go Top Gear > Second Gear > Low Gear<br />
*However, each Gear followup could only be used once.<br />
*2S will always end the rekka sequence.<br />
*5S will naturally halt the sequence, but can continue if struck upon.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Rekkas/multi-inputs and 4 lows give him a plethora of mixup options and damage.<br />
* Above average solo damage in the right scenarios.<br />
* Multiple ToD routes with the right assists and amazing meter gain in sparking.<br />
| style="width: 50%;"|<br />
* Stubby normals, on top of needing assists to safely get in close or to make some of his blockstrings safe, forcing him into a point role.<br />
* Subpar assist.<br />
* More technical than other characters, which requires a higher level of execution and solid conditioning for his offensive tactics.<br />
* His only projectile that cannot be super dashed through requires a charge, leaving him with an undesirable ranged game.<br />
* Rekka sequences scale horribly, reducing their effectiveness as a mixup tool.<br />
|-<br />
|}<br />
<br />
{{CharLinks-DBFZ|Android 17}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5L.png |caption=<br />
|image2=DBFZ_ Android 17_5LL.png |caption2=<br />
|image3=DBFZ_ Android 17_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= 2|recovery= 13|frameAdv= -3<br />
|description=<br />
* Basic jab with very poor range<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 12|active= 5|recovery= 16|frameAdv= -2<br />
|description=<br />
* A17 dashes a good bit forward during this move<br />
* Strikes lower than the jab, usually whiffing on aerial opponents if you happen to catch them with one.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= 15|active= 4|recovery= 17|frameAdv= -5<br />
|description=<br />
* A17 Lunges forward and strikes with both his fists.<br />
* Is considered airborne during this move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 11|active= 4|recovery= 17|frameAdv= -5<br />
|description=<br />
* Lunges forward at medium range to reach opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 15|active= 4|recovery= 22|frameAdv= -10<br />
|description=<br />
* Good move for setting up rekka combos and pressure<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4*<br />
|description=<br />
* Can be repeated up to six times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup= 7|active= 3|recovery= 13|frameAdv= -4<br />
|description=<br />
* Hits low<br />
* Has short range and a second 2L can easily whiff even if the first one connects<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= 4|recovery= 18|frameAdv= -6<br />
|description=<br />
* Incredibly short range for a 2M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= 3|recovery= 29|frameAdv= -16<br />
|description=<br />
* A very risky move since it can only be cancelled to superdash, 214S or 236S on block. Your opponent will know to wait for his 2H if he blocks this.<br />
* Difficult to combo in to normally.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= 6|recovery= 10|frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_3H.png |caption= Gordeau Slide<br />
|name=3H<br />
|input=Sliding Sweep<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=750 |guard=Low<br />
|startup= 15|active= 6|recovery= 20|frameAdv= -10<br />
|description=<br />
* Can be followed up by 2H/5H.<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= 4|recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jS.png |caption=AKA, The Future Gohan Killer<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=250*2~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Can be repeated up to three times.<br />
* Highly valuable combo tool in corner sparking combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= 5|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Accel Driver</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android17_AccelDriver.png<br />
|caption=Palm them with style.<br />
|input=236L/M/H<br />
|name=Accel Driver<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 18|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* 17 rushes in to his opponent to perform an open palm strike against his opponent's chest.<br />
* All versions have Anti-Air property.<br />
* M and H versions can hold down the button and act as a fake out, similar to Trunks' Change the Future.<br />
* "Gear" follow-ups can be used even on whiff.<br />
* Any of the "Gear" follow-ups performed during Accel Driver can cancel into Finishing Driver.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=950 |guard=All<br />
|startup= 25|active= 4|recovery= |frameAdv= -20<br />
|description=<br />
* Covers a lot more range.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=All<br />
|startup= 33|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* Crosses the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Finishing Driver</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android17_FinishingDriver.png<br />
|caption=Move back a bit, then strike.<br />
|input=214L/M/H<br />
|name=Finishing Driver<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 31|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=950 |guard=All<br />
|startup= 37|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=All<br />
|startup= 40|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* 17 sways back for a second, and then rushes to the opponent to perform an open palm strike against his opponent's chest.<br />
* Can be cancelled into rekka followups before 17 starts rushing.<br />
* All properties after the backstep are the same as Accel Driver.<br />
* Any of the "Gear" follow-ups performed during Finishing Driver can cancel into Accel Driver.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Driver Follow-Ups</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android17_TopGear.png |caption=Combo and frame trap<br />
|image2=DBFZ_Android17_SecondGear.png |caption2=Overhead<br />
|image3=DBFZ_Android17_LowGear.png |caption3=Low<br />
|image4=DBFZ_Android17_FakeOut.png |caption4=Fake overhead aka 17 doing his best A.Gohan impression<br />
|image5=DBFZ_Android17_ReverseGear.png |caption5=Counter. H version can cancel into attack very quickly.<br />
|input=Any Button after a "Driver" attack<br />
|name=Driver Follow-Ups<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Top Gear<br />
|subtitle=5L/M<br />
|damage=700<br>750 |guard=All<br />
|startup= 8<br>10|active= 6<br>6|recovery= |frameAdv= -5<br>-5<br />
|description=<br />
* All M followups deal more damage and have more range than L version, however the extended range varies between moves.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Second Gear<br />
|subtitle=6L/M<br />
|damage=700<br>750 |guard=High<br />
|startup= 25<br>26|active= 4<br>3|recovery= |frameAdv= -9<br>-8<br />
|description=<br />
* Has Head property, so it loses against attacks with Anti-Air properties.<br />
* Can be used in tandem with 5S to create an option select that beats 2H.<br />
* Has an abhorring 60% initial proration, whereas other rekka moves have 70% when used as a combo starter.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Low Gear<br />
|subtitle=2L/M<br />
|damage=700<br>750 |guard=Low<br />
|startup= 10<br>12|active= 4<br>4|recovery= |frameAdv= -9<br>-10<br />
|description=<br />
* Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Fake Out<br />
|subtitle=4L/M<br />
|damage= |guard=<br />
|startup= 23<br>25*|active= |recovery= |frameAdv=<br />
|description=<br />
* Has a bit of landing recovery.<br />
* Cancellable to another rekka followup after 23/25 frames, making it a bit faster than the overhead.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Reverse Gear<br />
|subtitle=5H/S<br />
|damage=1000 |guard=All<br />
|startup= 8<br>19|active= 24<br>33|recovery= 13<br>13|frameAdv= -6<br>-6<br />
|description=<br />
* The followup Ki blast isn't automatic and you have to press a button to trigger it.<br />
* H version can freely be cancelled in to its Ki blast before it enters recovery.<br />
* S version can only cancel to the Ki blast after absorbing a hit.<br />
* Ki-blast flows freely into rekka, causes a wallbounce and is fully invulnerable during its animation.<br />
* Absorbing hits with the barrier grants 0.25 bar for every hit absorbed. Furthermore absorbing a hit negates the barrier's recovery and the barrier is extended as longs an attack occurs on the next frame.<br />
* Vulnerable against grabs and supers.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Acrobatic Assault<br />
|subtitle=4S or 6S<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Power Blitz Charge<br />
|subtitle=2S<br />
|damage=800 |guard=All<br />
|startup= 14|active= 6|recovery= 52|frameAdv= -18<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Power Blitz<br />
|subtitle=2S after Charge <br />
|damage=300,150*4 each |guard=All<br />
|startup= 17, 34|active= |recovery= |frameAdv= +6<br />
|description=<br />
* These work the same as their traditional inputs.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Acrobatic Assault</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_AcrobaticAssault.png<br />
|caption= *SF2 Claw Yodels*<br />
|input=236S or 214S (Air OK)<br />
|name=Acrobatic Assault<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* When 17 jumps off the wall, he is considered airborne. <br />
* All aerial inputs (other than jump and air dash) are possible.<br />
* Airborne at 12f when performed on the ground.<br />
* Earliest cancel from wall hop at 7f.<br />
* Landing recovery is 9f. Can't even make a true blockstring from this with j.H and 5L.<br />
* Seriously fck this move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Power Blitz Charge</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_PowerBlitzCharge.png<br />
|caption= 17 pretending to do Final Flash<br />
|input=22S<br />
|name=Power Blitz Charge<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= 14|active= 6|recovery= 52|frameAdv= -18<br />
|description=<br />
* 17's hands have hitboxes during the initial portion of the charging animation.<br />
* 17 must complete the full animation to store the Power Blitz Charge.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Power Blitz</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_PowerBlitz.png<br />
|caption=<br />
|input=22S after Charge (Air OK)<br />
|name=Power Blitz<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300,150*4 each |guard=All<br />
|startup= 17, 34|active= |recovery= |frameAdv= +6<br />
|description=<br />
* Guaranteed sliding knockdown.<br />
* First ball arcs up while the second goes diagonally down.<br />
* 17 must release both projectiles to lose the Power Blitz Charge. Should the opponent interrupt him at an earlier point, he keeps the charge.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Android17_ReverseGear.png |caption=<br />
|input=A1/A2<br />
|name=Reverse Gear<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= 22; 53-65|active= 15; 4|recovery= |frameAdv= +35<br />
|description=<br />
* The H version is used, but will not wallbounce.<br />
* Attack comes out very slow.<br />
* Unlike a18's assist, does not grant bar for successfully absorbing hits.<br />
* Only protects point character from one hit, after which both get hit. Will tank hits indefinitely if point character blocks or opponent's attack whiffs on point character.<br />
* As with the regular move, barrier is extended to cover the ki-blast if a hit is absorbed during its actives.<br />
* Has very plentiful hitstop and hitstun, 20f and 46f respectively, allowing for some characters to even perform double supers.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Endgame</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_Endgame1.png|caption=''"Sorry, Doc."''<br />
|image2=DBFZ_ Android 17_Endgame2.png|caption2= ''"Just following orders."''<br />
|input=236L+M or 236H+S<br />
|name=Endgame<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=2417 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* KOing with this causes a kneeling animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Barrier Explosion</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_BarrierExplosion1.png|caption=''"I'll put a little effort into this!"''<br />
|image2=DBFZ_ Android 17_BarrierExplosion2.png|caption2=''"Get out of here!"''<br />
|input= j.236L+M or j.236H+S<br />
|name=Barrier Explosion<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=2322 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* 17 becomes invulnerable to all attacks (except supers and meteor supers).<br />
* Opponent cannot tech in the air, so certain assists (Teen / Adult Gohan, Cooler, etc) can be used to combo after (timing for this is tight, need to be high in the air to work).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Electric Strike</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_SuperElectricStrike.png|caption=''"I'm gonna beat you like a rug... '''HAAA!!!'''"''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Electric Strike<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=3904 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ground version makes 17 jump back a little bit.<br />
17 releases a lot of energy from his body into his arms, which allows him to create a giant disk of energy that can take up most of the screen in all directions. As a projectile Level 3 attacks, the damage is mediocre, but it doesn't scale as much. However, the blue health created by the attack could be easily healed during sparking.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Android 17}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Android 17]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Android_17&diff=106808DBFZ/Android 172019-01-25T19:36:23Z<p>42.113.252.224: /* Normals */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Android 17<br />
|-<br />
||<br />
[[File:DBFZ_Android 17_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Android 17}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Wall Jump, Dash Type: Run<br />
;Play-style<br />
:Rushdown, Rekka<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Android 18's younger twin brother. Forcibly turned into a cyborg alongside his sister by Dr. Gero for the purpose of destroying Son Goku, he rebelled and killed Dr Gero with little effort. Despite being free from the doctor's demands, both 17 and 18, along with the reactivated Android 16, continued in their task in killing Son Goku just for the entertainment. 17 was then absorbed by Imperfect Cell, but was later revived by Shenron after Cell's defeat. With Goku gone and the world at peace for the time, Android 17 became a park ranger in order to preserve nature and wildlife. Many years later, 17 finds himself with the Z Fighters again after being recruited by Son Goku to join in the Tournament of Power as one of Universe 7's strongest warriors, with 17 ultimately winning the tournament as the last remaining fighter.<br />
<br />
The Park Ranger leaves his island to land in ''Dragon Ball FighterZ'' as a DLC character. Here, Android 17 operates as a speed-type character who can throw out many special moves with follow-up inputs, as well as punish moves with his barrier.<br />
<br />
===Drivers===<br />
*4 hits per driver combo, but the 3 followups can be done in any order. 2S can always be added as an ender.<br />
*If no direction input is used, the order will go Top Gear > Second Gear > Low Gear<br />
*However, each Gear followup could only be used once.<br />
*2S will always end the rekka sequence.<br />
*5S will naturally halt the sequence, but can continue if struck upon.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Rekkas/multi-inputs and 4 lows give him a plethora of mixup options and damage.<br />
* Above average solo damage in the right scenarios.<br />
* Multiple ToD routes with the right assists and amazing meter gain in sparking.<br />
| style="width: 50%;"|<br />
* Stubby normals, on top of needing assists to safely get in close or to make some of his blockstrings safe, forcing him into a point role.<br />
* Subpar assist.<br />
* More technical than other characters, which requires a higher level of execution and solid conditioning for his offensive tactics.<br />
* His only projectile that cannot be super dashed through requires a charge, leaving him with an undesirable ranged game.<br />
* Rekka sequences scale horribly, reducing their effectiveness as a mixup tool.<br />
|-<br />
|}<br />
<br />
{{CharLinks-DBFZ|Android 17}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5L.png |caption=<br />
|image2=DBFZ_ Android 17_5LL.png |caption2=<br />
|image3=DBFZ_ Android 17_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= 2|recovery= 13|frameAdv= -3<br />
|description=<br />
* Basic jab with very poor range<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 12|active= 5|recovery= 16|frameAdv= -2<br />
|description=<br />
* A17 dashes a good bit forward during this move<br />
* Strikes lower than the jab, usually whiffing on aerial opponents if you happen to catch them with one.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= 15|active= 4|recovery= 17|frameAdv= -5<br />
|description=<br />
* A17 Lunges forward and strikes with both his fists.<br />
* Is considered airborne during this move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 11|active= 4|recovery= 17|frameAdv= -5<br />
|description=<br />
* Lunges forward at medium range to reach opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 15|active= 4|recovery= 22|frameAdv= -10<br />
|description=<br />
* Good move for setting up rekka combos and pressure<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4*<br />
|description=<br />
* Can be repeated up to six times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup= 7|active= 3|recovery= 13|frameAdv= -4<br />
|description=<br />
* Hits low<br />
* Has short range and a second 2L can easily whiff even if the first one connects<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= 4|recovery= 18|frameAdv= -6<br />
|description=<br />
* Incredibly short range for a 2M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= 3|recovery= 29|frameAdv= -16<br />
|description=<br />
* A very risky move since it can only be cancelled to superdash, 214S or 236S on block. Your opponent will know to wait for his 2H if he blocks this.<br />
* Difficult to combo in to normally.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= 6|recovery= 10|frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_3H.png |caption= Gordeau Slide<br />
|name=3H<br />
|input=Sliding Sweep<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=750 |guard=Low<br />
|startup= 15|active= 6|recovery= 20|frameAdv= -10<br />
|description=<br />
* Can be followed up by 2H/5H.<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= 4|recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_jS.png |caption=AKA, The Future Gohan Killer<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=250*2~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Can be repeated up to three times.<br />
* Highly valuable combo tool in corner sparking combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= 5|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Sliding Sweep</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_3H.png |caption= Gordeau Slide<br />
|name=Sliding Sweep<br />
|input=3H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=750 |guard=Low<br />
|startup= 15|active= 6|recovery= 20|frameAdv= -10<br />
|description=<br />
* Can be followed up by 2H/5H.<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Accel Driver</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android17_AccelDriver.png<br />
|caption=Palm them with style.<br />
|input=236L/M/H<br />
|name=Accel Driver<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 18|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* 17 rushes in to his opponent to perform an open palm strike against his opponent's chest.<br />
* All versions act as an anti-air.<br />
* Holding the button acts as a fake out, similar to Trunks' "Change the Future" special. Only on M and H versions.<br />
* Any of the "Gear" follow-ups performed during Accel Driver can cancel into Finishing Driver.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=950 |guard=All<br />
|startup= 25|active= 4|recovery= |frameAdv= -20<br />
|description=<br />
* Covers a lot more range.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=All<br />
|startup= 33|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* Crosses the opponent.<br />
* Invulnerable to head property attacks from the 1st frame.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Finishing Driver</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android17_FinishingDriver.png<br />
|caption=Move back a bit, then strike.<br />
|input=214L/M/H<br />
|name=Finishing Driver<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 31|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* 17 sways back for a second, and then rushes to the opponent to perform an open palm strike against his opponent's chest.<br />
* All properties after the backstep are the same as Accel Driver.<br />
* Any of the "Gear" follow-ups performed during Finishing Driver can cancel into Accel Driver.<br />
* Can be cancelled to another rekka followup before a17 starts rushing.<br />
* All versions act as an anti-air as soon as a17 starts rushing towards the opponent.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=950 |guard=All<br />
|startup= 37|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* Covers a lot more range.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=All<br />
|startup= 40|active= 4|recovery= |frameAdv= -19<br />
|description=<br />
* Crosses the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Driver Follow-Ups</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android17_TopGear.png |caption=Combo and frame trap<br />
|image2=DBFZ_Android17_SecondGear.png |caption2=Overhead<br />
|image3=DBFZ_Android17_LowGear.png |caption3=Low<br />
|image4=DBFZ_Android17_FakeOut.png |caption4=Fake Overhead aka 17 doing his best A.Gohan impression<br />
|image5=DBFZ_Android17_ReverseGear.png |caption5=Counter. H version can cancel into attack very quickly.<br />
|input=Any Button after a "Driver" attack<br />
|name=Driver Follow-Ups<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Top Gear<br />
|subtitle=5L/M<br />
|damage=700/750 |guard=All<br />
|startup= 8/10|active= 6/6|recovery= |frameAdv= -5/-5<br />
|description=<br />
* Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Second Gear<br />
|subtitle=6L/M<br />
|damage=700/750 |guard=High<br />
|startup= 25/26|active= 4/3|recovery= |frameAdv= -9/-8<br />
|description=<br />
* Has head property, so it loses against attacks with anti-air properties.<br />
* Can be used in tandem with 5S to create an option select that beats 2H.<br />
* Has an abhorring 60% initial proration, whereas other rekka moves have 70% when used as a combo starter.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Low Gear<br />
|subtitle=2L/M<br />
|damage=700/750 |guard=Low<br />
|startup= 10/12|active= 4/4|recovery= |frameAdv= -9/-10<br />
|description=<br />
* Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Fake Out<br />
|subtitle=4L/M<br />
|damage= |guard=All<br />
|startup= 23/25*|active= |recovery= |frameAdv=<br />
|description=<br />
* Has a bit of landing recovery.<br />
* Cancellable to another rekka followup after 23/25 frames, making it a bit faster than the overhead.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Reverse Gear<br />
|subtitle=5H/S<br />
|damage=1000 |guard=All<br />
|startup= 8/19|active= 24/33|recovery= 13/13|frameAdv= -6<br />
|description=<br />
* H version can freely be cancelled in to its ki-blast before it enters recovery, whereas the S version can only cancel to the ki-blast after absorbing a hit.<br />
* Ki-blast flows freely in to rekka, causes a wallbounce and is fully invulnerable during its animation.<br />
* Absorbing hits with the barrier grants 0.25 bar for every hit absorbed. Furthermore absorbing a hit negates the barrier's recovery and the barrier is extended as longs an attack occurs on the next frame.<br />
* Vulnerable against grabs and supers<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Power Blitz Charge<br />
|subtitle=2S<br />
|damage=800 |guard=All<br />
|startup= 14|active= 6|recovery= 52|frameAdv= -18<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Power Blitz<br />
|subtitle=2S after Charge <br />
|damage=780*2 |guard=All<br />
|startup= 17, 34|active= |recovery= |frameAdv= +6<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Acrobatic Assault<br />
|subtitle=4S or 6S<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* They work the same as their traditional inputs.<br />
* Absolute garbage, don't use.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Acrobatic Assault</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_AcrobaticAssault.png<br />
|caption= *SF2 Claw Yodels*<br />
|input=236S or 214S (Air OK)<br />
|name=Acrobatic Assault<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* When 17 jumps off the wall, he is considered airborne. <br />
* All aerial inputs (other than jump and air dash) are possible.<br />
* Airborne at 12f when performed on the ground.<br />
* Earliest cancel from wall hop at 7f.<br />
* Landing recovery is 9f. Can't even make a true blockstring from this with jH and 5L.<br />
* Seriously fck this move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Power Blitz Charge</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_PowerBlitzCharge.png<br />
|caption= 17 pretending to do Final Flash<br />
|input=22S<br />
|name=Power Blitz Charge<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= 14|active= 6|recovery= 52|frameAdv= -18<br />
|description=<br />
* 17's hands have hitboxes during the initial portion of the charging animation.<br />
* 17 must complete the full animation to store the Power Blitz Charge.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Power Blitz</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_PowerBlitz.png<br />
|caption=<br />
|input= 22S after Charge (Air OK)<br />
|name=Power Blitz<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=780*2 |guard=All<br />
|startup= 17, 34|active= |recovery= |frameAdv= +6<br />
|description=<br />
* Guaranteed sliding knockdown.<br />
* 17 must release both projectiles to lose the Power Blitz Charge; should the opponent interrupt him at an earlier point, he keeps the charge.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Android17_ReverseGear.png |caption=<br />
|input=A1/A2<br />
|name=Reverse Gear<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= 22; 53-65|active= 15; 4|recovery= |frameAdv= +35<br />
|description=<br />
* The H version is used, but will not wallbounce.<br />
* Attack comes out very slow.<br />
* Unlike a18's assist, does not grant bar for successfully absorbing hits.<br />
* Only protects point character from one hit, after which both get hit. Will tank hits indefinitely if point character blocks or opponent's attack whiffs on point character.<br />
* As with the regular move, barrier is extended to cover the ki-blast if a hit is absorbed during its actives.<br />
* Has very plentiful hitstop and hitstun, 20f and 46f respectively, allowing for some characters to even perform double supers.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Endgame</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_Endgame1.png|caption=''"Sorry, Doc."''<br />
|image2=DBFZ_ Android 17_Endgame2.png|caption2= ''"Just following orders."''<br />
|input=236L+M or 236H+S<br />
|name=Endgame<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=2417 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* KOing with this causes a kneeling animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Barrier Explosion</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_BarrierExplosion1.png|caption=''"I'll put a little effort into this!"''<br />
|image2=DBFZ_ Android 17_BarrierExplosion2.png|caption2=''"Get out of here!"''<br />
|input= j.236L+M or j.236H+S<br />
|name=Barrier Explosion<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=2322 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* 17 becomes invulnerable to all attacks (except supers and meteor supers).<br />
* Opponent cannot tech in the air, so certain assists (Teen / Adult Gohan, Cooler, etc) can be used to combo after (timing for this is tight, need to be high in the air to work).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Electric Strike</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_SuperElectricStrike.png|caption=''"I'm gonna beat you like a rug... '''HAAA!!!'''"''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Electric Strike<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=3904 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ground version makes 17 jump back a little bit.<br />
17 releases a lot of energy from his body into his arms, which allows him to create a giant disk of energy that can take up most of the screen in all directions. As a projectile Level 3 attacks, the damage is mediocre, but it doesn't scale as much. However, the blue health created by the attack could be easily healed during sparking.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Android 17}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Android 17]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Cooler&diff=106807DBFZ/Cooler2019-01-25T19:31:50Z<p>42.113.252.224: /* Atomic Supernova */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Cooler<br />
|-<br />
||<br />
[[File:DBFZ_Cooler_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Cooler}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Cooler is Frieza's older brother and the eldest son of King Cold. After hearing of the demise of his brother, Cooler went to Earth to kill the Saiyan responsible for it, not out of family love, but honor, as he always considered himself superior to his little brother, and to show it, he developed his own transformation to surpass Frieza. Even with his new transformation, he would still be vanquished by the selfsame Saiyan that defeated his younger brother.<br />
<br />
Cooler forces his way into ''Dragon Ball FighterZ'' as a DLC character, sporting a barbaric style in contrast to that of his brother: whereas Frieza likes to control the battlefield on his own terms, Cooler likes to dominate it with oppressive power.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Some attacks and super moves can overpower projectiles, or have incredibly high hitstun.<br />
* Long ranged attacks, some can even reach the entire stage<br />
* Lots of strong corner carry options, especially 5H, which help sets up for better positioning that will almost always lead to the corner.<br />
* Excellent defensive options with an invincible reversal that can be done in the air and a counter-based level 3 that will beat safejump setups if timed right.<br />
* Any stray hit can easily be comboed into a knockdown or ended in a super.<br />
* He's the better brother, no questions<br />
* One of the best intros in the game, never skip it.<br />
| style="width: 50%;"|<br />
* Slow normals and specials.<br />
* Few true blockstrings.<br />
* Needs a lot of meter to perform his strongest combos on top of slow meter gain.<br />
* Most of his specials and supers swap the opponent, which can take an opponent out of a corner.<br />
* His DHC can be difficult to combo into because it requires the enemy to be grounded. It also makes other supers whiff due to it being a cinematic, which can be a hindrance at times.<br />
* The way his assist launches can make it difficult for some characters to follow up optimally, as it sends them very high.<br />
* He's a prick.<br />
|-<br />
|}<br />
<br />
{{CharLinks-DBFZ|Cooler}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5L.png |caption= Big boi with small boi jab.<br />
|image2=DBFZ_ Cooler__5LL.png |caption2=<br />
|image3=DBFZ_ Cooler__5LLL.png |caption3= Have this back, it's come down with a terrible case... of explosions...<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* 6f of startup unlike other big characters.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 13|active= 3|recovery= 21|frameAdv= 18<br />
|description=<br />
* Can be reflected if used in a blockstring.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=500, 500|guard=All<br />
|startup= 12|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Can achieve sliding knockdown with j.H. Often useful for vanish extension. Switches sides on explosion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=All<br />
|startup= 12|active= 2|recovery= 21|frameAdv= -7<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5H.png |caption=Take a ride on the pain train<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400, 100, 400|guard=All<br />
|startup= 17|active= 6|recovery= 22|frameAdv= -7<br />
|description=<br />
* Carries the opponent to the current wall on hit, making it a powerful corner carry tool.<br />
* Usable after a low j.2H in the corner for optimal combo setups.<br />
* Only causes one hit and no capture state if smash has been used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5S.png |caption= '''"THIS SAIYAN EATING SENZU BEANS"'''<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 13|active= |recovery= 30|frameAdv= -5f *<br />
|description=<br />
* Single-hit projectile that travels about half-screen.<br />
* Very slow and easy to reflect/super dash on reaction, so don't throw this out too often.<br />
* Can be used after 6H for a little extra damage and followed up with either a 2H or a 5H. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2L.png |caption=I missed the lesson on low lights<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=All<br />
|startup= 7|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=Low<br />
|startup= 12|active= 3|recovery= 23|frameAdv= -9<br />
|description=<br />
* Cooler's most ignorant normal.<br />
* Can link into 5H or 6H at the start of the round for a decent corner carry setup.<br />
* Has a hefty hurtbox befitting of its range, so make sure it doesn't whiff.<br />
* Can connect 5S and 214S at max range after hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 14|active= 3|recovery= 28|frameAdv= -11<br />
|description=<br />
* Invulnerable to air attacks, like all 2Hs. Decent upwards range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=High<br />
|startup= 24|active= 6|recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6H.png |caption= Call the Goon Squad cuz I'm stompin' this yard<br />
|name=6H<br />
|input=Crushing Stomp<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=Low<br />
|startup= 15|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
* You can perform 5H after 6H but not vice-versa, so be careful how you structure your pressure.<br />
* Confirms from 2M on hit but not 5M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__3H.png |caption= AVON CALLING<br />
|name=3H<br />
|input=Genocidal Uppercut<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 29|active= 3|recovery= 32|frameAdv= -10<br />
|description=<br />
* Goes through beam and ki attacks, including beam and ki assists. Projectile guard point starts at either 6f or 7f.<br />
* Able to combo into Super Dash at the corner. Must use Vanish for follow ups mid-screen.<br />
* Has Anti-Air properties.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=High<br />
|startup= 7|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=High<br />
|startup= 12|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Long range, great air to air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 14|active= 3|recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jS.png |caption= Hey, can you put that on a coaster?<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 15|active= |recovery= |frameAdv=<br />
|description=<br />
* Will see much more use than its grounded counterpart due to being the only way to confirm air strings into j.214X and j.236L/H.<br />
* Does not have enough hitstun on its own to combo into j.236M.<br />
* Can be linked after j.2H in the corner to squeeze a little extra damage out of combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__j2H.png |caption= This kick looks really uncomfortable...<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 15|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Launches the opponent sideways, much like Cell's j.2H.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Chaser</font> ======<br />
{{MoveData<br />
|image= DBFZ_Cooler_DeathChaser.png<br />
|caption= You've heard of Red Hot Kick, now get ready for Cooler Purple Kick<br />
|input= 236L/M/H (Air OK)<br />
|name=Death Chaser<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=400, 1200|guard=High<br />
|startup= 24|active= 5|recovery= 21|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage=400, 1000|guard=High<br />
|startup= 20|active= until lands|recovery= 28|frameAdv=<br />
|description=<br />
* Does not knock down, but gives good corner carry.<br />
* You can perform actions after Cooler kicks off of the opponent but before he hits the ground, allowing for easy safejump setups in the corner.<br />
* You can airdash after this move if you've saved your aerial action, which allows you to tech chase or go for mixups.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=400, 900, 500|guard=High<br />
|startup= 27|active= 8|recovery= 26|frameAdv= -7<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage=400, 750, 500|guard=High<br />
|startup= 24|active= until lands|recovery= 23|frameAdv=<br />
|description=<br />
* Gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=400, 900, 700|guard=High<br />
|startup= 24|active= 5|recovery= 37|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage=400, 750, 700|guard=High<br />
|startup= 20|active= until lands|recovery= 22|frameAdv=<br />
|description=<br />
* Gives even better sliding knockdown than the M version, combined with the L version's speed, making it an ideal combo ender for both pressure and damage<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption="When your planet is in ashes, then you have my permission to die."<br />
|input=214L/M/H (Air OK)<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= 40|frameAdv= -36<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= |frameAdv=<br />
|description=<br />
* Has Anti-Air property.<br />
* Is a better starter than the other versions.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage= 950|guard=All<br />
|startup= 18|active= 10|recovery= 55|frameAdv= -45<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage= 950|guard=All<br />
|startup= 15|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000|guard=All<br />
|startup= 10|active= 10|recovery= 57|frameAdv= -44<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage=1000|guard=All<br />
|startup= 10|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
----<br />
One hit, does a single rising knee kick.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker Follow-up</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreakerFollow-up.png<br />
|caption="So how does it ''FEEL''?"<br />
|input=Death Breaker > L/M/H on hit<br />
|name=Death Breaker Follow-up<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ender of choice due to not switching sides.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=600, 900|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HH<br />
|damage=600, 900, 900|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
* Leaves Cooler next to the opponent.<br />
* If used after H Death Breaker, damage increases.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Flash</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathFlash.png<br />
|caption= 'yyYYYEAAAAHHHH!!!'<br />
|input=236S (Air OK)<br />
|name=Death Flash<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=270*5 |guard=All<br />
|startup= 26|active= 25|recovery= 29|frameAdv= -7<br />
|description=<br />
* Multi-hitting beam with very slow startup.<br />
* Don't use this in blockstrings unless you wanna get stuffed.<br />
* Confirms into Death Crasher from full screen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Shaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathShaker.png<br />
|caption= Fullscreen low considered ''ground breaking'' discovery<br />
|input=214S<br />
|name=Death Shaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 1000|guard=Low<br />
|startup= 22|active= 5|recovery= 32|frameAdv= -10<br />
|description=<br />
* Fullscreen low, can confirm into his level 1 or a vanish.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption= Faux Psyblade<br />
|input=A1/A2<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup=27 |active= 10|recovery= 61|frameAdv= 26<br />
|description=<br />
* Larger hitbox than the other DP assists, which can make it a slightly more useful tool for getting out of pressure.<br />
* Invincible from frame 10 onwards.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Crasher</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathCrasher1.png |caption= '''''"RRRRAAAAAAAAAHHH!"'''''<br />
|image2=DBFZ_Cooler_DeathCrasher2.png |caption2=''"Imma plant '''ME''' a dumbass tree!"''<br />
|input=236L+M or 236H+S<br />
|name=Death Crasher<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=2520<br>Min: 908 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=1500<br>Min: 750 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides, you'll lose corner pressure if used in the corner.<br />
* Not invincible until after startup.<br />
* Cinematic super, so other projectiles will whiff when Cooler's is used.<br />
* DHC-ing immediately won't trigger the side switch while not sacrificing too much damage.<br />
Not a bad level 1, as it can easily connect from most of Cooler's tools, most notably from a full screen 214S. The side switch is a bit of a hindrance. However, with the right team compositions, you can use this to get right back into the corner (most notably, Super Saiyan Goku's level 3 will give Goku hard knockdown in the corner, due to how his level 3 works).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Drop</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathDrop.png<br />
|caption= THIS ISN'T FRIEZA'S LEVEL 3 I SWEAR<br />
|input=j.236L+M or j.236H+S<br />
|name=Death Drop<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800, 1200<br>Min: 320, 480 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Easily confirms off of the M and H versions of Death Chaser and any version of Death Breaker.<br />
* The only one of Cooler's supers that doesn't switch sides, making it the best option for keeping the opponent cornered after a combo.<br />
* Input 2369L+M/H+S to use this super after a grounded combo if you want to avoid Death Crasher's side switch.<br />
* Vulnerable to Anti-Airs similar to Vegito's Omega Finishing Blow.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Atomic Supernova</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_AtomicSupernova1.png |caption=Thought you could just press buttons, did you?<br />
|image2=DBFZ_Cooler_AtomicSupernova2.png |caption2= Like Frieza's, but bigger.<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Atomic Supernova<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Catch<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Attack<br />
|damage=4020 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* On the ground, Cooler uses up 3 Ki gauges and enters a stance, he will only attack if he's hit during this stance.<br />
* Has guard point against everything but grabs. However its downfall comes from the fact that:<br />
**A. It will only stun the opponent on guarding physical attacks.<br />
**B. The actual attack is a throw that will whiff on just simply crouching, low profile attacks, or even characters ''falling down''.<br />
* All of these combined meaning a lot projectiles attacks will get away scot-free, e.g. shooting Ki blasts and spamming 2H, Vanish on reaction to the grab.<br />
* However, it can do a few things other Level 3 cannot, notably countering safejumps.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=4770<br>Min: 1515 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Has frame 1 invulnerability like typical Level 3 but is vulnerable to Anti-Airs.<br />
* Whiff on crouching, etc.<br />
* This is also Cooler's DHC.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Cooler}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Cooler]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Cooler&diff=106806DBFZ/Cooler2019-01-25T19:28:28Z<p>42.113.252.224: /* Supers */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Cooler<br />
|-<br />
||<br />
[[File:DBFZ_Cooler_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Cooler}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Cooler is Frieza's older brother and the eldest son of King Cold. After hearing of the demise of his brother, Cooler went to Earth to kill the Saiyan responsible for it, not out of family love, but honor, as he always considered himself superior to his little brother, and to show it, he developed his own transformation to surpass Frieza. Even with his new transformation, he would still be vanquished by the selfsame Saiyan that defeated his younger brother.<br />
<br />
Cooler forces his way into ''Dragon Ball FighterZ'' as a DLC character, sporting a barbaric style in contrast to that of his brother: whereas Frieza likes to control the battlefield on his own terms, Cooler likes to dominate it with oppressive power.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Some attacks and super moves can overpower projectiles, or have incredibly high hitstun.<br />
* Long ranged attacks, some can even reach the entire stage<br />
* Lots of strong corner carry options, especially 5H, which help sets up for better positioning that will almost always lead to the corner.<br />
* Excellent defensive options with an invincible reversal that can be done in the air and a counter-based level 3 that will beat safejump setups if timed right.<br />
* Any stray hit can easily be comboed into a knockdown or ended in a super.<br />
* He's the better brother, no questions<br />
* One of the best intros in the game, never skip it.<br />
| style="width: 50%;"|<br />
* Slow normals and specials.<br />
* Few true blockstrings.<br />
* Needs a lot of meter to perform his strongest combos on top of slow meter gain.<br />
* Most of his specials and supers swap the opponent, which can take an opponent out of a corner.<br />
* His DHC can be difficult to combo into because it requires the enemy to be grounded. It also makes other supers whiff due to it being a cinematic, which can be a hindrance at times.<br />
* The way his assist launches can make it difficult for some characters to follow up optimally, as it sends them very high.<br />
* He's a prick.<br />
|-<br />
|}<br />
<br />
{{CharLinks-DBFZ|Cooler}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5L.png |caption= Big boi with small boi jab.<br />
|image2=DBFZ_ Cooler__5LL.png |caption2=<br />
|image3=DBFZ_ Cooler__5LLL.png |caption3= Have this back, it's come down with a terrible case... of explosions...<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* 6f of startup unlike other big characters.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 13|active= 3|recovery= 21|frameAdv= 18<br />
|description=<br />
* Can be reflected if used in a blockstring.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=500, 500|guard=All<br />
|startup= 12|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Can achieve sliding knockdown with j.H. Often useful for vanish extension. Switches sides on explosion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=All<br />
|startup= 12|active= 2|recovery= 21|frameAdv= -7<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5H.png |caption=Take a ride on the pain train<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400, 100, 400|guard=All<br />
|startup= 17|active= 6|recovery= 22|frameAdv= -7<br />
|description=<br />
* Carries the opponent to the current wall on hit, making it a powerful corner carry tool.<br />
* Usable after a low j.2H in the corner for optimal combo setups.<br />
* Only causes one hit and no capture state if smash has been used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5S.png |caption= '''"THIS SAIYAN EATING SENZU BEANS"'''<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 13|active= |recovery= 30|frameAdv= -5f *<br />
|description=<br />
* Single-hit projectile that travels about half-screen.<br />
* Very slow and easy to reflect/super dash on reaction, so don't throw this out too often.<br />
* Can be used after 6H for a little extra damage and followed up with either a 2H or a 5H. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2L.png |caption=I missed the lesson on low lights<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=All<br />
|startup= 7|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=Low<br />
|startup= 12|active= 3|recovery= 23|frameAdv= -9<br />
|description=<br />
* Cooler's most ignorant normal.<br />
* Can link into 5H or 6H at the start of the round for a decent corner carry setup.<br />
* Has a hefty hurtbox befitting of its range, so make sure it doesn't whiff.<br />
* Can connect 5S and 214S at max range after hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 14|active= 3|recovery= 28|frameAdv= -11<br />
|description=<br />
* Invulnerable to air attacks, like all 2Hs. Decent upwards range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=High<br />
|startup= 24|active= 6|recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6H.png |caption= Call the Goon Squad cuz I'm stompin' this yard<br />
|name=6H<br />
|input=Crushing Stomp<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=Low<br />
|startup= 15|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
* You can perform 5H after 6H but not vice-versa, so be careful how you structure your pressure.<br />
* Confirms from 2M on hit but not 5M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__3H.png |caption= AVON CALLING<br />
|name=3H<br />
|input=Genocidal Uppercut<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 29|active= 3|recovery= 32|frameAdv= -10<br />
|description=<br />
* Goes through beam and ki attacks, including beam and ki assists. Projectile guard point starts at either 6f or 7f.<br />
* Able to combo into Super Dash at the corner. Must use Vanish for follow ups mid-screen.<br />
* Has Anti-Air properties.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=High<br />
|startup= 7|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=High<br />
|startup= 12|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Long range, great air to air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 14|active= 3|recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jS.png |caption= Hey, can you put that on a coaster?<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 15|active= |recovery= |frameAdv=<br />
|description=<br />
* Will see much more use than its grounded counterpart due to being the only way to confirm air strings into j.214X and j.236L/H.<br />
* Does not have enough hitstun on its own to combo into j.236M.<br />
* Can be linked after j.2H in the corner to squeeze a little extra damage out of combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__j2H.png |caption= This kick looks really uncomfortable...<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 15|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Launches the opponent sideways, much like Cell's j.2H.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Chaser</font> ======<br />
{{MoveData<br />
|image= DBFZ_Cooler_DeathChaser.png<br />
|caption= You've heard of Red Hot Kick, now get ready for Cooler Purple Kick<br />
|input= 236L/M/H (Air OK)<br />
|name=Death Chaser<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=400, 1200|guard=High<br />
|startup= 24|active= 5|recovery= 21|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage=400, 1000|guard=High<br />
|startup= 20|active= until lands|recovery= 28|frameAdv=<br />
|description=<br />
* Does not knock down, but gives good corner carry.<br />
* You can perform actions after Cooler kicks off of the opponent but before he hits the ground, allowing for easy safejump setups in the corner.<br />
* You can airdash after this move if you've saved your aerial action, which allows you to tech chase or go for mixups.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=400, 900, 500|guard=High<br />
|startup= 27|active= 8|recovery= 26|frameAdv= -7<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage=400, 750, 500|guard=High<br />
|startup= 24|active= until lands|recovery= 23|frameAdv=<br />
|description=<br />
* Gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=400, 900, 700|guard=High<br />
|startup= 24|active= 5|recovery= 37|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage=400, 750, 700|guard=High<br />
|startup= 20|active= until lands|recovery= 22|frameAdv=<br />
|description=<br />
* Gives even better sliding knockdown than the M version, combined with the L version's speed, making it an ideal combo ender for both pressure and damage<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption="When your planet is in ashes, then you have my permission to die."<br />
|input=214L/M/H (Air OK)<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= 40|frameAdv= -36<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= |frameAdv=<br />
|description=<br />
* Has Anti-Air property.<br />
* Is a better starter than the other versions.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage= 950|guard=All<br />
|startup= 18|active= 10|recovery= 55|frameAdv= -45<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage= 950|guard=All<br />
|startup= 15|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000|guard=All<br />
|startup= 10|active= 10|recovery= 57|frameAdv= -44<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage=1000|guard=All<br />
|startup= 10|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
----<br />
One hit, does a single rising knee kick.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker Follow-up</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreakerFollow-up.png<br />
|caption="So how does it ''FEEL''?"<br />
|input=Death Breaker > L/M/H on hit<br />
|name=Death Breaker Follow-up<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ender of choice due to not switching sides.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=600, 900|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HH<br />
|damage=600, 900, 900|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
* Leaves Cooler next to the opponent.<br />
* If used after H Death Breaker, damage increases.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Flash</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathFlash.png<br />
|caption= 'yyYYYEAAAAHHHH!!!'<br />
|input=236S (Air OK)<br />
|name=Death Flash<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=270*5 |guard=All<br />
|startup= 26|active= 25|recovery= 29|frameAdv= -7<br />
|description=<br />
* Multi-hitting beam with very slow startup.<br />
* Don't use this in blockstrings unless you wanna get stuffed.<br />
* Confirms into Death Crasher from full screen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Shaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathShaker.png<br />
|caption= Fullscreen low considered ''ground breaking'' discovery<br />
|input=214S<br />
|name=Death Shaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 1000|guard=Low<br />
|startup= 22|active= 5|recovery= 32|frameAdv= -10<br />
|description=<br />
* Fullscreen low, can confirm into his level 1 or a vanish.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption= Faux Psyblade<br />
|input=A1/A2<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup=27 |active= 10|recovery= 61|frameAdv= 26<br />
|description=<br />
* Larger hitbox than the other DP assists, which can make it a slightly more useful tool for getting out of pressure.<br />
* Invincible from frame 10 onwards.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Crasher</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathCrasher1.png |caption= '''''"RRRRAAAAAAAAAHHH!"'''''<br />
|image2=DBFZ_Cooler_DeathCrasher2.png |caption2=''"Imma plant '''ME''' a dumbass tree!"''<br />
|input=236L+M or 236H+S<br />
|name=Death Crasher<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Cinematic<br />
|damage=2520<br>Min: 908 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no |version=Normal<br />
|damage=1500<br>Min: 750 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides, you'll lose corner pressure if used in the corner.<br />
* Not invincible until after startup.<br />
* Cinematic super, so other projectiles will whiff when Cooler's is used.<br />
* DHC-ing immediately won't trigger the side switch while not sacrificing too much damage.<br />
Not a bad level 1, as it can easily connect from most of Cooler's tools, most notably from a full screen 214S. The side switch is a bit of a hindrance. However, with the right team compositions, you can use this to get right back into the corner (most notably, Super Saiyan Goku's level 3 will give Goku hard knockdown in the corner, due to how his level 3 works).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Drop</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathDrop.png<br />
|caption= THIS ISN'T FRIEZA'S LEVEL 3 I SWEAR<br />
|input=j.236L+M or j.236H+S<br />
|name=Death Drop<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800, 1200<br>Min: 320, 480 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Easily confirms off of the M and H versions of Death Chaser and any version of Death Breaker.<br />
* The only one of Cooler's supers that doesn't switch sides, making it the best option for keeping the opponent cornered after a combo.<br />
* Input 2369L+M/H+S to use this super after a grounded combo if you want to avoid Death Crasher's side switch.<br />
* Vulnerable to Anti-Airs similar to Vegito's Omega Finishing Blow.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Atomic Supernova</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_AtomicSupernova1.png |caption=Thought you could just press buttons, did you?<br />
|image2=DBFZ_Cooler_AtomicSupernova2.png |caption2= Like Frieza's, but bigger.<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Atomic Supernova<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Catch<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Attack<br />
|damage=4020 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* On the ground, Cooler uses up 3 Ki gauges and enters a stance, he will only attack if he's hit during this stance.<br />
* Has guard point against everything but grabs. However its downfall comes from the fact that:<br />
**A. It will only stun the opponent on guarding physical attacks.<br />
**B. The actual attack is a throw that will whiff on just simply crouching, low profile attacks, or even characters ''falling down''.<br />
* All of these combined meaning a lot projectiles attacks will get away scot-free, e.g. shooting Ki blasts and spamming 2H, Vanish on reaction to the grab.<br />
* However, it can do a few things other Level 3 cannot, notably countering safejumps.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=4770 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Has frame 1 invulnerability like typical Level 3 but is vulnerable to Anti-Airs.<br />
* Whiff on crouching, etc.<br />
* This is also Cooler's DHC.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Cooler}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Cooler]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Cooler&diff=106803DBFZ/Cooler2019-01-25T18:22:32Z<p>42.113.252.224: /* Specials */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Cooler<br />
|-<br />
||<br />
[[File:DBFZ_Cooler_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Cooler}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Cooler is Frieza's older brother and the eldest son of King Cold. After hearing of the demise of his brother, Cooler went to Earth to kill the Saiyan responsible for it, not out of family love, but honor, as he always considered himself superior to his little brother, and to show it, he developed his own transformation to surpass Frieza. Even with his new transformation, he would still be vanquished by the selfsame Saiyan that defeated his younger brother.<br />
<br />
Cooler forces his way into ''Dragon Ball FighterZ'' as a DLC character, sporting a barbaric style in contrast to that of his brother: whereas Frieza likes to control the battlefield on his own terms, Cooler likes to dominate it with oppressive power.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Some attacks and super moves can overpower projectiles, or have incredibly high hitstun.<br />
* Long ranged attacks, some can even reach the entire stage<br />
* Lots of strong corner carry options, especially 5H, which help sets up for better positioning that will almost always lead to the corner.<br />
* Excellent defensive options with an invincible reversal that can be done in the air and a counter-based level 3 that will beat safejump setups if timed right.<br />
* Any stray hit can easily be comboed into a knockdown or ended in a super.<br />
* He's the better brother, no questions<br />
* One of the best intros in the game, never skip it.<br />
| style="width: 50%;"|<br />
* Slow normals and specials.<br />
* Few true blockstrings.<br />
* Needs a lot of meter to perform his strongest combos on top of slow meter gain.<br />
* Most of his specials and supers swap the opponent, which can take an opponent out of a corner.<br />
* His DHC can be difficult to combo into because it requires the enemy to be grounded. It also makes other supers whiff due to it being a cinematic, which can be a hindrance at times.<br />
* The way his assist launches can make it difficult for some characters to follow up optimally, as it sends them very high.<br />
* He's a prick.<br />
|-<br />
|}<br />
<br />
{{CharLinks-DBFZ|Cooler}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5L.png |caption= Big boi with small boi jab.<br />
|image2=DBFZ_ Cooler__5LL.png |caption2=<br />
|image3=DBFZ_ Cooler__5LLL.png |caption3= Have this back, it's come down with a terrible case... of explosions...<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* 6f of startup unlike other big characters.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 13|active= 3|recovery= 21|frameAdv= 18<br />
|description=<br />
* Can be reflected if used in a blockstring.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=500, 500|guard=All<br />
|startup= 12|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Can achieve sliding knockdown with j.H. Often useful for vanish extension. Switches sides on explosion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=All<br />
|startup= 12|active= 2|recovery= 21|frameAdv= -7<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5H.png |caption=Take a ride on the pain train<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400, 100, 400|guard=All<br />
|startup= 17|active= 6|recovery= 22|frameAdv= -7<br />
|description=<br />
* Carries the opponent to the current wall on hit, making it a powerful corner carry tool.<br />
* Usable after a low j.2H in the corner for optimal combo setups.<br />
* Only causes one hit and no capture state if smash has been used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5S.png |caption= '''"THIS SAIYAN EATING SENZU BEANS"'''<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 13|active= |recovery= 30|frameAdv= -5f *<br />
|description=<br />
* Single-hit projectile that travels about half-screen.<br />
* Very slow and easy to reflect/super dash on reaction, so don't throw this out too often.<br />
* Can be used after 6H for a little extra damage and followed up with either a 2H or a 5H. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2L.png |caption=I missed the lesson on low lights<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=All<br />
|startup= 7|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=Low<br />
|startup= 12|active= 3|recovery= 23|frameAdv= -9<br />
|description=<br />
* Cooler's most ignorant normal.<br />
* Can link into 5H or 6H at the start of the round for a decent corner carry setup.<br />
* Has a hefty hurtbox befitting of its range, so make sure it doesn't whiff.<br />
* Can connect 5S and 214S at max range after hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 14|active= 3|recovery= 28|frameAdv= -11<br />
|description=<br />
* Invulnerable to air attacks, like all 2Hs. Decent upwards range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=High<br />
|startup= 24|active= 6|recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6H.png |caption= Call the Goon Squad cuz I'm stompin' this yard<br />
|name=6H<br />
|input=Crushing Stomp<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=Low<br />
|startup= 15|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
* You can perform 5H after 6H but not vice-versa, so be careful how you structure your pressure.<br />
* Confirms from 2M on hit but not 5M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__3H.png |caption= AVON CALLING<br />
|name=3H<br />
|input=Genocidal Uppercut<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 29|active= 3|recovery= 32|frameAdv= -10<br />
|description=<br />
* Goes through beam and ki attacks, including beam and ki assists. Projectile guard point starts at either 6f or 7f.<br />
* Able to combo into Super Dash at the corner. Must use Vanish for follow ups mid-screen.<br />
* Has Anti-Air properties.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=High<br />
|startup= 7|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=High<br />
|startup= 12|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Long range, great air to air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 14|active= 3|recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jS.png |caption= Hey, can you put that on a coaster?<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 15|active= |recovery= |frameAdv=<br />
|description=<br />
* Will see much more use than its grounded counterpart due to being the only way to confirm air strings into j.214X and j.236L/H.<br />
* Does not have enough hitstun on its own to combo into j.236M.<br />
* Can be linked after j.2H in the corner to squeeze a little extra damage out of combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__j2H.png |caption= This kick looks really uncomfortable...<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 15|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Launches the opponent sideways, much like Cell's j.2H.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Chaser</font> ======<br />
{{MoveData<br />
|image= DBFZ_Cooler_DeathChaser.png<br />
|caption= You've heard of Red Hot Kick, now get ready for Cooler Purple Kick<br />
|input= 236L/M/H (Air OK)<br />
|name=Death Chaser<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=400, 1200|guard=High<br />
|startup= 24|active= 5|recovery= 21|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage=400, 1000|guard=High<br />
|startup= 20|active= until lands|recovery= 28|frameAdv=<br />
|description=<br />
* Does not knock down, but gives good corner carry.<br />
* You can perform actions after Cooler kicks off of the opponent but before he hits the ground, allowing for easy safejump setups in the corner.<br />
* You can airdash after this move if you've saved your aerial action, which allows you to tech chase or go for mixups.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=400, 900, 500|guard=High<br />
|startup= 27|active= 8|recovery= 26|frameAdv= -7<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage=400, 750, 500|guard=High<br />
|startup= 24|active= until lands|recovery= 23|frameAdv=<br />
|description=<br />
* Gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=400, 900, 700|guard=High<br />
|startup= 24|active= 5|recovery= 37|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage=400, 750, 700|guard=High<br />
|startup= 20|active= until lands|recovery= 22|frameAdv=<br />
|description=<br />
* Gives even better sliding knockdown than the M version, combined with the L version's speed, making it an ideal combo ender for both pressure and damage<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption="When your planet is in ashes, then you have my permission to die."<br />
|input=214L/M/H (Air OK)<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= 40|frameAdv= -36<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= |frameAdv=<br />
|description=<br />
* Has Anti-Air property.<br />
* Is a better starter than the other versions.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage= 950|guard=All<br />
|startup= 18|active= 10|recovery= 55|frameAdv= -45<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage= 950|guard=All<br />
|startup= 15|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000|guard=All<br />
|startup= 10|active= 10|recovery= 57|frameAdv= -44<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage=1000|guard=All<br />
|startup= 10|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
----<br />
One hit, does a single rising knee kick.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker Follow-up</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreakerFollow-up.png<br />
|caption="So how does it ''FEEL''?"<br />
|input=Death Breaker > L/M/H on hit<br />
|name=Death Breaker Follow-up<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ender of choice due to not switching sides.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=600, 900|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=HH<br />
|damage=600, 900, 900|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
* Leaves Cooler next to the opponent.<br />
* If used after H Death Breaker, damage increases.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Flash</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathFlash.png<br />
|caption= 'yyYYYEAAAAHHHH!!!'<br />
|input=236S (Air OK)<br />
|name=Death Flash<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=270*5 |guard=All<br />
|startup= 26|active= 25|recovery= 29|frameAdv= -7<br />
|description=<br />
* Multi-hitting beam with very slow startup.<br />
* Don't use this in blockstrings unless you wanna get stuffed.<br />
* Confirms into Death Crasher from full screen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Shaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathShaker.png<br />
|caption= Fullscreen low considered ''ground breaking'' discovery<br />
|input=214S<br />
|name=Death Shaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 1000|guard=Low<br />
|startup= 22|active= 5|recovery= 32|frameAdv= -10<br />
|description=<br />
* Fullscreen low, can confirm into his level 1 or a vanish.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption= Faux Psyblade<br />
|input=A1/A2<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup=27 |active= 10|recovery= 61|frameAdv= 26<br />
|description=<br />
* Larger hitbox than the other DP assists, which can make it a slightly more useful tool for getting out of pressure.<br />
* Invincible from frame 10 onwards.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Crasher</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathCrasher1.png |caption= '''''"RRRRAAAAAAAAAHHH!"'''''<br />
|image2=DBFZ_Cooler_DeathCrasher2.png |caption2=''"Imma plant '''ME''' a dumbass tree!"''<br />
|input=236L+M or 236H+S<br />
|name=Death Crasher<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=2420 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides (IE you lose corner pressure if used in the corner).<br />
* Not invincible until after startup.<br />
* Cinematic super, so other projectiles will whiff when Cooler's is used.<br />
Not a bad level 1, as it can easily connect from most of Cooler's tools, most notably from a full screen 214S. The side switch is a bit of a hindrance. However, with the right team compositions, you can use this to get right back into the corner (most notably, Super Saiyan Goku's level 3 will give Goku hard knockdown in the corner, due to how his level 3 works).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Drop</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathDrop.png<br />
|caption= THIS ISN'T FRIEZA'S LEVEL 3 I SWEAR<br />
|input=j.236L+M or j.236H+S<br />
|name=Death Drop<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=2000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Easily confirms off of the M and H versions of Death Chaser and any version of Death Breaker.<br />
* The only one of Cooler's supers that doesn't switch sides, making it the best option for keeping the opponent cornered after a combo.<br />
* Input 2369L+M/H+S to use this super after a grounded combo if you want to avoid Death Crasher's side switch.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Atomic Supernova</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_AtomicSupernova1.png |caption=Thought you could just press buttons, did you?<br />
|image2=DBFZ_Cooler_AtomicSupernova2.png |caption2= Like Frieza's, but bigger.<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Atomic Supernova<br />
|data=<br />
{{AttackData-DBFZ<br />
|version = Catch<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description= <br />
* Cooler's counter beats everything but grabs. Beams, ki blasts, buttons, even if you vanish in the middle of a move, there is no escape. Cooler will grab you anyway, and you are going to eat shit for it. This can work on Sparking as well, but the timing is very tight. Some specific things can beat it out, like doing rapid ki blasts into a DP, but it is still very strong for what it is. Has a lot of mindgame possibilities as well, as your opponent might force themselves to respect your wakeup if you have bar just so they don't get level 3'd.<br />
* Timed correctly, it will beat safejump setups as well.<br />
}}<br />
{{AttackData-DBFZ<br />
|header = no<br />
|version = Attack<br />
|damage=4020 |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Your opponent will still be able to recover blue health after the counter.<br />
}}<br />
{{AttackData-DBFZ<br />
|header = no<br />
|version = Air<br />
|damage=4770 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Will hit standing opponents.<br />
* Whiffs on crouching opponents.<br />
* This is the DHC version of his level 3, as well. <br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Cooler}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Cooler]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Cooler&diff=106802DBFZ/Cooler2019-01-25T17:58:29Z<p>42.113.252.224: /* Normals */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Cooler<br />
|-<br />
||<br />
[[File:DBFZ_Cooler_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Cooler}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Cooler is Frieza's older brother and the eldest son of King Cold. After hearing of the demise of his brother, Cooler went to Earth to kill the Saiyan responsible for it, not out of family love, but honor, as he always considered himself superior to his little brother, and to show it, he developed his own transformation to surpass Frieza. Even with his new transformation, he would still be vanquished by the selfsame Saiyan that defeated his younger brother.<br />
<br />
Cooler forces his way into ''Dragon Ball FighterZ'' as a DLC character, sporting a barbaric style in contrast to that of his brother: whereas Frieza likes to control the battlefield on his own terms, Cooler likes to dominate it with oppressive power.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Some attacks and super moves can overpower projectiles, or have incredibly high hitstun.<br />
* Long ranged attacks, some can even reach the entire stage<br />
* Lots of strong corner carry options, especially 5H, which help sets up for better positioning that will almost always lead to the corner.<br />
* Excellent defensive options with an invincible reversal that can be done in the air and a counter-based level 3 that will beat safejump setups if timed right.<br />
* Any stray hit can easily be comboed into a knockdown or ended in a super.<br />
* He's the better brother, no questions<br />
* One of the best intros in the game, never skip it.<br />
| style="width: 50%;"|<br />
* Slow normals and specials.<br />
* Few true blockstrings.<br />
* Needs a lot of meter to perform his strongest combos on top of slow meter gain.<br />
* Most of his specials and supers swap the opponent, which can take an opponent out of a corner.<br />
* His DHC can be difficult to combo into because it requires the enemy to be grounded. It also makes other supers whiff due to it being a cinematic, which can be a hindrance at times.<br />
* The way his assist launches can make it difficult for some characters to follow up optimally, as it sends them very high.<br />
* He's a prick.<br />
|-<br />
|}<br />
<br />
{{CharLinks-DBFZ|Cooler}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5L.png |caption= Big boi with small boi jab.<br />
|image2=DBFZ_ Cooler__5LL.png |caption2=<br />
|image3=DBFZ_ Cooler__5LLL.png |caption3= Have this back, it's come down with a terrible case... of explosions...<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* 6f of startup unlike other big characters.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 13|active= 3|recovery= 21|frameAdv= 18<br />
|description=<br />
* Can be reflected if used in a blockstring.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=500, 500|guard=All<br />
|startup= 12|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Can achieve sliding knockdown with j.H. Often useful for vanish extension. Switches sides on explosion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=All<br />
|startup= 12|active= 2|recovery= 21|frameAdv= -7<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5H.png |caption=Take a ride on the pain train<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400, 100, 400|guard=All<br />
|startup= 17|active= 6|recovery= 22|frameAdv= -7<br />
|description=<br />
* Carries the opponent to the current wall on hit, making it a powerful corner carry tool.<br />
* Usable after a low j.2H in the corner for optimal combo setups.<br />
* Only causes one hit and no capture state if smash has been used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5S.png |caption= '''"THIS SAIYAN EATING SENZU BEANS"'''<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 13|active= |recovery= 30|frameAdv= -5f *<br />
|description=<br />
* Single-hit projectile that travels about half-screen.<br />
* Very slow and easy to reflect/super dash on reaction, so don't throw this out too often.<br />
* Can be used after 6H for a little extra damage and followed up with either a 2H or a 5H. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2L.png |caption=I missed the lesson on low lights<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=All<br />
|startup= 7|active= 3|recovery= 12|frameAdv= -3<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=Low<br />
|startup= 12|active= 3|recovery= 23|frameAdv= -9<br />
|description=<br />
* Cooler's most ignorant normal.<br />
* Can link into 5H or 6H at the start of the round for a decent corner carry setup.<br />
* Has a hefty hurtbox befitting of its range, so make sure it doesn't whiff.<br />
* Can connect 5S and 214S at max range after hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 14|active= 3|recovery= 28|frameAdv= -11<br />
|description=<br />
* Invulnerable to air attacks, like all 2Hs. Decent upwards range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=High<br />
|startup= 24|active= 6|recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6H.png |caption= Call the Goon Squad cuz I'm stompin' this yard<br />
|name=6H<br />
|input=Crushing Stomp<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=Low<br />
|startup= 15|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
* You can perform 5H after 6H but not vice-versa, so be careful how you structure your pressure.<br />
* Confirms from 2M on hit but not 5M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__3H.png |caption= AVON CALLING<br />
|name=3H<br />
|input=Genocidal Uppercut<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 29|active= 3|recovery= 32|frameAdv= -10<br />
|description=<br />
* Goes through beam and ki attacks, including beam and ki assists. Projectile guard point starts at either 6f or 7f.<br />
* Able to combo into Super Dash at the corner. Must use Vanish for follow ups mid-screen.<br />
* Has Anti-Air properties.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 400|guard=High<br />
|startup= 7|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 700|guard=High<br />
|startup= 12|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Long range, great air to air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 14|active= 3|recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__jS.png |caption= Hey, can you put that on a coaster?<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 500|guard=All<br />
|startup= 15|active= |recovery= |frameAdv=<br />
|description=<br />
* Will see much more use than its grounded counterpart due to being the only way to confirm air strings into j.214X and j.236L/H.<br />
* Does not have enough hitstun on its own to combo into j.236M.<br />
* Can be linked after j.2H in the corner to squeeze a little extra damage out of combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__j2H.png |caption= This kick looks really uncomfortable...<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 15|active= 3|recovery= |frameAdv=<br />
|description=<br />
* Launches the opponent sideways, much like Cell's j.2H.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Crushing Stomp</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__6H.png |caption= Call the Goon Squad cuz I'm stompin' this yard<br />
|name=Crushing Stomp<br />
|input=6H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=Low<br />
|startup= 15|active= 3|recovery= 18|frameAdv= -5<br />
|description=<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
* You can perform 5H after 6H but not vice-versa, so be careful how you structure your pressure.<br />
* Confirms from 2M on hit but not 5M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Genocidal Uppercut</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__3H.png |caption= AVON CALLING<br />
|name=Genocidal Uppercut<br />
|input=3H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 850|guard=All<br />
|startup= 29|active= 3|recovery= 32|frameAdv= -10<br />
|description=<br />
* Goes through beam and ki attacks, including beam and ki assists. Projectile guard point starts at either 6f or 7f.<br />
* Able to combo into Super Dash at the corner. Must use vanish for follow ups mid-screen.<br />
* Has anti-air properties.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Chaser</font> ======<br />
{{MoveData<br />
|image= DBFZ_Cooler_DeathChaser.png<br />
|caption= You've heard of Red Hot Kick, now get ready for Cooler Purple Kick<br />
|input= 236L/M/H (Air OK)<br />
|name=Death Chaser<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage= 400 + 960|guard=High<br />
|startup= 24|active= 5|recovery= 21|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage= 400 + 800|guard=High<br />
|startup= 20|active= until lands|recovery= 28|frameAdv=<br />
|description=<br />
* Does not knock down, but gives good corner carry<br />
* You can perform actions after Cooler kicks off of the opponent but before he hits the ground, allowing for easy safejump setups in the corner<br />
* You can airdash after this move if you've saved your aerial action, which allows you to tech chase or go for mixups<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage= 400 + 600 + 400|guard=High<br />
|startup= 27|active= 8|recovery= 26|frameAdv= -7<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage= 400 + 600 + 400|guard=High<br />
|startup= 24|active= until lands|recovery= 23|frameAdv=<br />
|description=<br />
* Gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage= 400 + 720 + 560|guard=High<br />
|startup= 24|active= 5|recovery= 37|frameAdv= -5<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage= 400 + 600 + 560|guard=High<br />
|startup= 20|active= until lands|recovery= 22|frameAdv=<br />
|description=<br />
* Gives even better sliding knockdown than the M version, combined with the L version's speed, making it an ideal combo ender for both pressure and damage<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Breaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption="When your planet is in ashes, then you have my permission to die."<br />
|input=214L/M/H (Air OK)<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= 40|frameAdv= -36<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.L<br />
|damage= 900|guard=All<br />
|startup= 10|active= 8|recovery= |frameAdv=<br />
|description=<br />
* Invulnerable to head property attacks only from the 1st frame.<br />
* The air version is invincible against air attacks.<br />
* Is a better starter than the other versions.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage= 950|guard=All<br />
|startup= 18|active= 10|recovery= 55|frameAdv= -45<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.M<br />
|damage= 950|guard=All<br />
|startup= 15|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage= 950|guard=All<br />
|startup= 10|active= 10|recovery= 57|frameAdv= -44<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=j.H<br />
|damage= 950|guard=All<br />
|startup= 10|active= 10|recovery= |frameAdv=<br />
|description=<br />
* Fully invincible from the 1st frame.<br />
* Has rather high scaling, so combos out of this move will not deal much damage.<br />
----<br />
One hit, does a single rising knee kick.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Follow-up</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreakerFollow-up.png<br />
|caption="So how does it ''FEEL''?"<br />
|input=L/M/H during Death Breaker (Air OK)<br />
|name=Follow-up<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage= 500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage= 500|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ender of choice due to not switching sides.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage= 600 + 800|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Causes a sliding knockdown.<br />
* Leaves Cooler next to the opponent.<br />
* If used after M Death Breaker, Cooler follows up with M Death Chaser<br />
* If used after H Death Breaker, Cooler follows up with H Death Chaser.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Flash</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathFlash.png<br />
|caption= 'yyYYYEAAAAHHHH!!!'<br />
|input=236S (Air OK)<br />
|name=Death Flash<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 270 + 4x 216|guard=All<br />
|startup= 26|active= 25|recovery= 29|frameAdv= -7<br />
|description=<br />
* Multi-hitting beam with very slow startup.<br />
* Don't use this in blockstrings unless you wanna get stuffed.<br />
* Confirms into Death Crasher from full screen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Shaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathShaker.png<br />
|caption= Fullscreen low considered ''ground breaking'' discovery<br />
|input=214S<br />
|name=Death Shaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 1000|guard=Low<br />
|startup= 22|active= 5|recovery= 32|frameAdv= -10<br />
|description=<br />
* Fullscreen low, can confirm into his level 1 or a vanish.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathBreaker.png<br />
|caption= Faux Psyblade<br />
|input=A1/A2<br />
|name=Death Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup=27 |active= 10|recovery= 61|frameAdv= 26<br />
|description=<br />
* Larger hitbox than the other DP assists, which can make it a slightly more useful tool for getting out of pressure.<br />
* Invincible from frame 10 onwards.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Death Crasher</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathCrasher1.png |caption= '''''"RRRRAAAAAAAAAHHH!"'''''<br />
|image2=DBFZ_Cooler_DeathCrasher2.png |caption2=''"Imma plant '''ME''' a dumbass tree!"''<br />
|input=236L+M or 236H+S<br />
|name=Death Crasher<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=2420 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides (IE you lose corner pressure if used in the corner).<br />
* Not invincible until after startup.<br />
* Cinematic super, so other projectiles will whiff when Cooler's is used.<br />
Not a bad level 1, as it can easily connect from most of Cooler's tools, most notably from a full screen 214S. The side switch is a bit of a hindrance. However, with the right team compositions, you can use this to get right back into the corner (most notably, Super Saiyan Goku's level 3 will give Goku hard knockdown in the corner, due to how his level 3 works).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Drop</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathDrop.png<br />
|caption= THIS ISN'T FRIEZA'S LEVEL 3 I SWEAR<br />
|input=j.236L+M or j.236H+S<br />
|name=Death Drop<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=2000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Easily confirms off of the M and H versions of Death Chaser and any version of Death Breaker.<br />
* The only one of Cooler's supers that doesn't switch sides, making it the best option for keeping the opponent cornered after a combo.<br />
* Input 2369L+M/H+S to use this super after a grounded combo if you want to avoid Death Crasher's side switch.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Atomic Supernova</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_AtomicSupernova1.png |caption=Thought you could just press buttons, did you?<br />
|image2=DBFZ_Cooler_AtomicSupernova2.png |caption2= Like Frieza's, but bigger.<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Atomic Supernova<br />
|data=<br />
{{AttackData-DBFZ<br />
|version = Catch<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description= <br />
* Cooler's counter beats everything but grabs. Beams, ki blasts, buttons, even if you vanish in the middle of a move, there is no escape. Cooler will grab you anyway, and you are going to eat shit for it. This can work on Sparking as well, but the timing is very tight. Some specific things can beat it out, like doing rapid ki blasts into a DP, but it is still very strong for what it is. Has a lot of mindgame possibilities as well, as your opponent might force themselves to respect your wakeup if you have bar just so they don't get level 3'd.<br />
* Timed correctly, it will beat safejump setups as well.<br />
}}<br />
{{AttackData-DBFZ<br />
|header = no<br />
|version = Attack<br />
|damage=4020 |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Your opponent will still be able to recover blue health after the counter.<br />
}}<br />
{{AttackData-DBFZ<br />
|header = no<br />
|version = Air<br />
|damage=4770 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Will hit standing opponents.<br />
* Whiffs on crouching opponents.<br />
* This is the DHC version of his level 3, as well. <br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Cooler}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Cooler]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Vegeta&diff=106801DBFZ/Vegeta2019-01-25T17:50:39Z<p>42.113.252.224: /* Supers */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Vegeta<br />
|-<br />
||<br />
[[File:DBFZ_Vegeta_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Vegeta}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
: Rushdown, Vortex<br />
:<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Regal, egotistical, and full of pride, Vegeta is the prince of the fallen Saiyan race, as well as a ruthless, cold-blooded warrior and outright killer. While he is working for Frieza, he secretly intends to obtain the Dragon Balls to grant himself immortality, as well as avenge his race for the abuse it suffered at Frieza's hands. He was one of the most dangerous enemies Earth's defenders had to fight, easily overpowering Goku through sheer force. It took cunning, and a fair amount of luck, to defeat the villainous Saiyan prince and drive him away from Earth, which eventually led him to the truth behind Saiyans’ genocide by Frieza’s hand on Namek.<br />
<br />
The Saiyan/pre-final Namek Arc version of Vegeta invades ''Dragon Ball FighterZ'' as a DLC character, performing the role of a speedy fighter who throws off his opponent's movement. His speed is similar to his older counterparts', but he has a variety of tricky special moves that give him his own flavor.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Incredibly solid mixup and pressure game with many options to cross up and pressure the opponent, with options such as 1S allowing him to have pretty strong oki similar to Krillin's rocks, and many ways to set up safejumps<br />
* Level 3 gives incredible oki and mixups, as Vegeta has many options on how and where he wants to hit his opponent<br />
* Great damage, with air loops that can be done almost anywhere on the screen for strong utility<br />
* Level 1 acts as a great air ender due to it's property of sending downwards, which helps Vegeta allow his team to easily link combos together<br />
* 214S acting as an OTG allows Vegeta to very easily confirm into his supers, or possibly even more damage if done in the right combos<br />
| style="width: 50%;"|<br />
* Buttons tend to be a bit stubby at times, making Vegeta's range a little poor<br />
* Only reversal is level 3, making some pressure situations for Vegeta somewhat tricky to avoid<br />
* 214S strangely not working on crouching opponents hurts his mixup game a bit<br />
* Mixups, while strong, may be a bit predictable at times, and can be dealt with by anti-airing <br />
|-<br />
|}<br />
{{CharLinks-DBFZ|Vegeta}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__5L.png |caption=<br />
|image2=DBFZ_Vegeta__5LL.png |caption2=<br />
|image3=DBFZ_Vegeta__5LLL.png |caption3= Heh, what dirty fireworks..<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -2<br />
|description=<br />
* Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -5<br />
|description=<br />
* Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=300, 700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -18<br />
|description= <br />
* Calling an assist allows you to get a safe mixup off of a blocked 5LLL. You can go high with j.L, low with 2L, or airdash over crouching opponents for a fast crossup. Think of this as an alternative to 236S on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -8<br />
|description=<br />
* Decent range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~8 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -3<br />
|description=<br />
* Can be repeated up to 8 times.<br />
}}<br />
}}<br />
<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup= 7|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Hits low, can be rapid fired twice like all other Vegetas.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__2M.png |caption= BOI<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= |recovery= |frameAdv= -6<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__2H.png |caption= SHINE!<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -14<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__2S.png |caption=<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv= -6<br />
|description=<br />
* Vegeta throws a Ki blast in an arc. You can make the arc shallow by doing 1S.<br />
* This can be used for oki after a slide knockdown<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__jM.png |caption= Credit Card Swipe<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 9|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__jH.png |caption= "Get outta here"<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
===== <font style="visibility:hidden" size="0">j.S</font> =====<br />
{{MoveData<br />
|image=DBFZ_Vegeta__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to SSGSS Goku's j.S, but fired at a shallower angle.<br />
* Does not stall you in the air.<br />
* Adds landing recovery.<br />
* Useful for approaching when combined with an IAD, but it can be punished so mix it up with j.5H.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__j2S.png |caption=<br />
|name=j.2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Like 2S but in the air.<br />
* Can aim with 1S.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Super Dash Kick</font> ======<br />
{{MoveData<br />
|image= DBFZ_Vegeta_SuperDashKick.png<br />
|caption= I'm gonna rock you! Like a hurricane!<br />
|input=236L/M/H (Air OK)<br />
|name=Super Dash Kick<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=800 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Vegeta recovers in midair.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=900 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv=-9<br />
|description=<br />
* Causes a wallbounce.<br />
* Crosses up on block.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=All<br />
|startup= 29|active= |recovery= |frameAdv= -9<br />
|description=<br />
* Vegeta teleports behind the opponent and hits them.<br />
* Causes a wallbounce.<br />
* Crosses up on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Deadly Knee Drop</font> ======<br />
{{MoveData<br />
|image= DBFZ_Vegeta_DeadlyKneeDrop.png<br />
|caption= FOOTDIVE<br />
|input=214L/M/H (Air OK)<br />
|name=Deadly Knee Drop<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=800 |guard=High<br />
|startup= 26|active= |recovery= |frameAdv=<br />
|description=<br />
* All versions track the opponent.<br />
* Holding forward will make Vegeta jumps forward instead of backward.<br />
* Does not cause a sliding knockdown nor giving any sort of extension.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=High<br />
|startup= 29|active= |recovery= |frameAdv=<br />
|description=<br />
* Causes a sliding knockdown.<br />
* Can whiff Vanish on hit and combo into 214S, giving a full combo.<br />
A strong part of Vegeta's mixup game, especially because of the possibilities for it. Holding forward after the move, even on whiff, will propel Vegeta forward which can give him more pressure in many situations. If you don't hold back, you can combine Vegeta's backwards jump of sorts into 2S/1S which, depending on which one you use, can catch your opponent's wakeup and will catch them mashing something and/or give Vegeta much more pressure. Vegeta teleporting above the opponent helps too, as it can be used to either catch your opponent off guard in neutral, or go for a really tricky reset, but be careful because it can be 2H'd very easily if your opponent reacts to it..<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=High<br />
|startup= 26|active= |recovery= |frameAdv=<br />
|description=<br />
* Causes a longer sliding knockdown than M version.<br />
* On hit, holding forward will allow for some oki or combo directly into 214S without the need of whiff Vanish.<br />
* Can be used after j.2H for a guaranteed slide knockdown.<br />
Pretty useful for some combos where you may have already used up your smash or a conversion off of a vanish, and if you have the meter to spare on it. Because of it's speed it gives Vegeta a lot more oki than the other knee drops can, especially right after j.2H. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Energy Cutter</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta_EnergyCutter.png<br />
|caption= OH NO! The kid's a monkey! Destructo Disc!<br />
|input=236S<br />
|name=Energy Cutter<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1000 |guard=All<br />
|startup= 22|active= |recovery= |frameAdv=<br />
|description=<br />
* Leaves Vegeta airborne once complete. Allows for a mixup with an assist.<br />
* Can be aimed with 8/2.<br />
Vegeta's 236S is alright as a projectile, but surprisingly where the move really takes off is in it's mixup utility. Using this on an opponent's wakeup after Vegeta gets a sliding knockdown lets him get a mixup scenario, as you can airdash after the move is done, and this is amplified even further by his assists. He can also safejump off of this move, which makes it even stronger. It's not his strongest mixup tool, but it sure is a good one.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">I have no use for Saiyans that can't move</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta_IHaveNoUse.png |caption= I showed you my giant monkey form answer me.<br />
|image2=DBFZ_Vegeta_IHaveNoUse2.png |caption2= YEET<br />
|input=214S<br />
|name=I have no use for Saiyans that can't move<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=0 |guard=Throw<br />
|startup= 18|active= |recovery= |frameAdv=<br />
|description=<br />
* Vegeta grabs his opponent and tosses them into the air straight above him.<br />
* This skill works like a command grab and cannot be blocked.<br />
* If the camera zooms in, you can superdash for a full combo. If not, you can vanish or super.<br />
* Works on sliding knockdown state opponents.<br />
* Will ''not'' work on crouching or aerial opponents (only standing).<br />
* Uses his smash, so j.H gives sliding knockdown.<br />
* Use before level 3 super in the corner to maintain optimal positioning.<br />
On its own, Vegeta's command grab isn't that great. It's got very poor range and for some reason, it cannot connect on crouching opponents; it will only work on standing opponents, which makes the move hard to land raw as a mixup tool. Its strongest utility comes in the fact that it can be used as an OTG off of a sliding knockdown. This lets Vegeta possibly extend into a bit more damage, or more easily confirm into his level 1 or level 3 supers. When done raw or done before Vegeta uses his launcher smash, a cinematic will play, and this will allow Vegeta to easily follow up and get a sliding knockdown.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Vegeta_EnergyCutter.png<br />
|caption=''""There's no such thing as a dirty fight..."''<br />
|input=A1/A2<br />
|name=Energy Cutter<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* On hit, all the hits do one hit. On block, all 5 hits are done separately.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Galick Gun</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta_GalickGun.png |caption= ''"This planet is '''history'''!"''<br />
|image2=DBFZ_Vegeta_GalickGun2.png |caption2=''"You hear me, Kakarot? <br> You're '''FINISHED'''!"''<br />
|input=236L+M or 236H+S (Air OK)<br />
|name=Galick Gun<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=280*10 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Minimum damage is 78*10.<br />
* Vegeta leaps into the air and fires a beam diagonally toward the ground.<br />
* Grounded version automatically leaps (on startup) to the correct height to hit opponent.<br />
* Air version goes up a set distance, so it's not guaranteed to hit.<br />
Similar to SSGSS Goku's level 1, Vegeta's level 1 isn't that bad. Its hitbox is large and its property of knocking the opponent down, as well as having a huge window to Z-Change from, lets it be a reliable way to start some more damage if you have the meter. It's also alright in the air as an ender off of j.236L, though you may have some trouble hitting it depending on the situation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Galaxy Breaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta_GalaxyBreaker.png |caption= ''"Maybe you won't be a disappointment...''<br />
|image2=DBFZ_Vegeta_GalaxyBreaker2.png |caption2= '''''in the next dimension!!!"'''''<br />
|input=214L+M or 214H+S<br />
|name=Galaxy Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=234*20 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Minimum damage is 77*20. Though at higher up, this can hit up to 77*26.<br />
* Leaves the opponent at the perfect distance for basically any mix-up you want.<br />
* In the corner, it will even pull the opponent out of the corner allowing him to cross up.<br />
* If done after 214S, this move will give Vegeta different camera angles and will make it so Vegeta's post mix-ups are not as strong.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Vegeta}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Vegeta]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Vegeta&diff=106800DBFZ/Vegeta2019-01-25T17:37:25Z<p>42.113.252.224: /* Specials */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Vegeta<br />
|-<br />
||<br />
[[File:DBFZ_Vegeta_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Vegeta}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
: Rushdown, Vortex<br />
:<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Regal, egotistical, and full of pride, Vegeta is the prince of the fallen Saiyan race, as well as a ruthless, cold-blooded warrior and outright killer. While he is working for Frieza, he secretly intends to obtain the Dragon Balls to grant himself immortality, as well as avenge his race for the abuse it suffered at Frieza's hands. He was one of the most dangerous enemies Earth's defenders had to fight, easily overpowering Goku through sheer force. It took cunning, and a fair amount of luck, to defeat the villainous Saiyan prince and drive him away from Earth, which eventually led him to the truth behind Saiyans’ genocide by Frieza’s hand on Namek.<br />
<br />
The Saiyan/pre-final Namek Arc version of Vegeta invades ''Dragon Ball FighterZ'' as a DLC character, performing the role of a speedy fighter who throws off his opponent's movement. His speed is similar to his older counterparts', but he has a variety of tricky special moves that give him his own flavor.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Incredibly solid mixup and pressure game with many options to cross up and pressure the opponent, with options such as 1S allowing him to have pretty strong oki similar to Krillin's rocks, and many ways to set up safejumps<br />
* Level 3 gives incredible oki and mixups, as Vegeta has many options on how and where he wants to hit his opponent<br />
* Great damage, with air loops that can be done almost anywhere on the screen for strong utility<br />
* Level 1 acts as a great air ender due to it's property of sending downwards, which helps Vegeta allow his team to easily link combos together<br />
* 214S acting as an OTG allows Vegeta to very easily confirm into his supers, or possibly even more damage if done in the right combos<br />
| style="width: 50%;"|<br />
* Buttons tend to be a bit stubby at times, making Vegeta's range a little poor<br />
* Only reversal is level 3, making some pressure situations for Vegeta somewhat tricky to avoid<br />
* 214S strangely not working on crouching opponents hurts his mixup game a bit<br />
* Mixups, while strong, may be a bit predictable at times, and can be dealt with by anti-airing <br />
|-<br />
|}<br />
{{CharLinks-DBFZ|Vegeta}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__5L.png |caption=<br />
|image2=DBFZ_Vegeta__5LL.png |caption2=<br />
|image3=DBFZ_Vegeta__5LLL.png |caption3= Heh, what dirty fireworks..<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -2<br />
|description=<br />
* Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -5<br />
|description=<br />
* Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=300, 700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -18<br />
|description= <br />
* Calling an assist allows you to get a safe mixup off of a blocked 5LLL. You can go high with j.L, low with 2L, or airdash over crouching opponents for a fast crossup. Think of this as an alternative to 236S on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -8<br />
|description=<br />
* Decent range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~8 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -3<br />
|description=<br />
* Can be repeated up to 8 times.<br />
}}<br />
}}<br />
<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup= 7|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Hits low, can be rapid fired twice like all other Vegetas.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__2M.png |caption= BOI<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= |recovery= |frameAdv= -6<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__2H.png |caption= SHINE!<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -14<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__2S.png |caption=<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv= -6<br />
|description=<br />
* Vegeta throws a Ki blast in an arc. You can make the arc shallow by doing 1S.<br />
* This can be used for oki after a slide knockdown<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__jM.png |caption= Credit Card Swipe<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 9|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__jH.png |caption= "Get outta here"<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
===== <font style="visibility:hidden" size="0">j.S</font> =====<br />
{{MoveData<br />
|image=DBFZ_Vegeta__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to SSGSS Goku's j.S, but fired at a shallower angle.<br />
* Does not stall you in the air.<br />
* Adds landing recovery.<br />
* Useful for approaching when combined with an IAD, but it can be punished so mix it up with j.5H.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__j2S.png |caption=<br />
|name=j.2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Like 2S but in the air.<br />
* Can aim with 1S.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Super Dash Kick</font> ======<br />
{{MoveData<br />
|image= DBFZ_Vegeta_SuperDashKick.png<br />
|caption= I'm gonna rock you! Like a hurricane!<br />
|input=236L/M/H (Air OK)<br />
|name=Super Dash Kick<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=800 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Vegeta recovers in midair.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=900 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv=-9<br />
|description=<br />
* Causes a wallbounce.<br />
* Crosses up on block.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=All<br />
|startup= 29|active= |recovery= |frameAdv= -9<br />
|description=<br />
* Vegeta teleports behind the opponent and hits them.<br />
* Causes a wallbounce.<br />
* Crosses up on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Deadly Knee Drop</font> ======<br />
{{MoveData<br />
|image= DBFZ_Vegeta_DeadlyKneeDrop.png<br />
|caption= FOOTDIVE<br />
|input=214L/M/H (Air OK)<br />
|name=Deadly Knee Drop<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=800 |guard=High<br />
|startup= 26|active= |recovery= |frameAdv=<br />
|description=<br />
* All versions track the opponent.<br />
* Holding forward will make Vegeta jumps forward instead of backward.<br />
* Does not cause a sliding knockdown nor giving any sort of extension.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=High<br />
|startup= 29|active= |recovery= |frameAdv=<br />
|description=<br />
* Causes a sliding knockdown.<br />
* Can whiff Vanish on hit and combo into 214S, giving a full combo.<br />
A strong part of Vegeta's mixup game, especially because of the possibilities for it. Holding forward after the move, even on whiff, will propel Vegeta forward which can give him more pressure in many situations. If you don't hold back, you can combine Vegeta's backwards jump of sorts into 2S/1S which, depending on which one you use, can catch your opponent's wakeup and will catch them mashing something and/or give Vegeta much more pressure. Vegeta teleporting above the opponent helps too, as it can be used to either catch your opponent off guard in neutral, or go for a really tricky reset, but be careful because it can be 2H'd very easily if your opponent reacts to it..<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=High<br />
|startup= 26|active= |recovery= |frameAdv=<br />
|description=<br />
* Causes a longer sliding knockdown than M version.<br />
* On hit, holding forward will allow for some oki or combo directly into 214S without the need of whiff Vanish.<br />
* Can be used after j.2H for a guaranteed slide knockdown.<br />
Pretty useful for some combos where you may have already used up your smash or a conversion off of a vanish, and if you have the meter to spare on it. Because of it's speed it gives Vegeta a lot more oki than the other knee drops can, especially right after j.2H. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Energy Cutter</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta_EnergyCutter.png<br />
|caption= OH NO! The kid's a monkey! Destructo Disc!<br />
|input=236S<br />
|name=Energy Cutter<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1000 |guard=All<br />
|startup= 22|active= |recovery= |frameAdv=<br />
|description=<br />
* Leaves Vegeta airborne once complete. Allows for a mixup with an assist.<br />
* Can be aimed with 8/2.<br />
Vegeta's 236S is alright as a projectile, but surprisingly where the move really takes off is in it's mixup utility. Using this on an opponent's wakeup after Vegeta gets a sliding knockdown lets him get a mixup scenario, as you can airdash after the move is done, and this is amplified even further by his assists. He can also safejump off of this move, which makes it even stronger. It's not his strongest mixup tool, but it sure is a good one.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">I have no use for Saiyans that can't move</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta_IHaveNoUse.png |caption= I showed you my giant monkey form answer me.<br />
|image2=DBFZ_Vegeta_IHaveNoUse2.png |caption2= YEET<br />
|input=214S<br />
|name=I have no use for Saiyans that can't move<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=0 |guard=Throw<br />
|startup= 18|active= |recovery= |frameAdv=<br />
|description=<br />
* Vegeta grabs his opponent and tosses them into the air straight above him.<br />
* This skill works like a command grab and cannot be blocked.<br />
* If the camera zooms in, you can superdash for a full combo. If not, you can vanish or super.<br />
* Works on sliding knockdown state opponents.<br />
* Will ''not'' work on crouching or aerial opponents (only standing).<br />
* Uses his smash, so j.H gives sliding knockdown.<br />
* Use before level 3 super in the corner to maintain optimal positioning.<br />
On its own, Vegeta's command grab isn't that great. It's got very poor range and for some reason, it cannot connect on crouching opponents; it will only work on standing opponents, which makes the move hard to land raw as a mixup tool. Its strongest utility comes in the fact that it can be used as an OTG off of a sliding knockdown. This lets Vegeta possibly extend into a bit more damage, or more easily confirm into his level 1 or level 3 supers. When done raw or done before Vegeta uses his launcher smash, a cinematic will play, and this will allow Vegeta to easily follow up and get a sliding knockdown.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Vegeta_EnergyCutter.png<br />
|caption=''""There's no such thing as a dirty fight..."''<br />
|input=A1/A2<br />
|name=Energy Cutter<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* On hit, all the hits do one hit. On block, all 5 hits are done separately.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Galick Gun</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta_GalickGun.png |caption= ''"This planet is '''history'''!"''<br />
|image2=DBFZ_Vegeta_GalickGun2.png |caption2=''"You hear me, Kakarot? <br> You're '''FINISHED'''!"''<br />
|input=236L+M or 236H+S (Air OK)<br />
|name=Galick Gun<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=2296 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Vegeta leaps into the air and fires a beam diagonally toward the ground.<br />
* Grounded version automatically leaps (on startup) to the correct height to hit opponent.<br />
* Air version goes up a set distance, so it's not guaranteed to hit.<br />
Similar to SSGSS Goku's level 1, Vegeta's level 1 isn't that bad. Its hitbox is large and its property of knocking the opponent down, as well as having a huge window to Z-Change from, lets it be a reliable way to start some more damage if you have the meter. It's also alright in the air as an ender off of j.236L, though you may have some trouble hitting it depending on the situation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Galaxy Breaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta_GalaxyBreaker.png |caption= ''"Maybe you won't be a disappointment...''<br />
|image2=DBFZ_Vegeta_GalaxyBreaker2.png |caption2= '''''in the next dimension!!!"'''''<br />
|input=214L+M or 214H+S<br />
|name=Galaxy Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=4224 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Leaves the opponent at the perfect distance for basically any mix-up you want.<br />
* In the corner, it will even pull the opponent out of the corner allowing him to cross up.<br />
* If done after 214S, this move will give Vegeta different camera angles and will make it so Vegeta's post mix-ups are not as strong.<br />
*Minumum Damage: 77*n<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Vegeta}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Vegeta]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Vegeta&diff=106797DBFZ/Vegeta2019-01-25T17:24:55Z<p>42.113.252.224: /* Normals */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Vegeta<br />
|-<br />
||<br />
[[File:DBFZ_Vegeta_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Vegeta}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
: Rushdown, Vortex<br />
:<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Regal, egotistical, and full of pride, Vegeta is the prince of the fallen Saiyan race, as well as a ruthless, cold-blooded warrior and outright killer. While he is working for Frieza, he secretly intends to obtain the Dragon Balls to grant himself immortality, as well as avenge his race for the abuse it suffered at Frieza's hands. He was one of the most dangerous enemies Earth's defenders had to fight, easily overpowering Goku through sheer force. It took cunning, and a fair amount of luck, to defeat the villainous Saiyan prince and drive him away from Earth, which eventually led him to the truth behind Saiyans’ genocide by Frieza’s hand on Namek.<br />
<br />
The Saiyan/pre-final Namek Arc version of Vegeta invades ''Dragon Ball FighterZ'' as a DLC character, performing the role of a speedy fighter who throws off his opponent's movement. His speed is similar to his older counterparts', but he has a variety of tricky special moves that give him his own flavor.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Incredibly solid mixup and pressure game with many options to cross up and pressure the opponent, with options such as 1S allowing him to have pretty strong oki similar to Krillin's rocks, and many ways to set up safejumps<br />
* Level 3 gives incredible oki and mixups, as Vegeta has many options on how and where he wants to hit his opponent<br />
* Great damage, with air loops that can be done almost anywhere on the screen for strong utility<br />
* Level 1 acts as a great air ender due to it's property of sending downwards, which helps Vegeta allow his team to easily link combos together<br />
* 214S acting as an OTG allows Vegeta to very easily confirm into his supers, or possibly even more damage if done in the right combos<br />
| style="width: 50%;"|<br />
* Buttons tend to be a bit stubby at times, making Vegeta's range a little poor<br />
* Only reversal is level 3, making some pressure situations for Vegeta somewhat tricky to avoid<br />
* 214S strangely not working on crouching opponents hurts his mixup game a bit<br />
* Mixups, while strong, may be a bit predictable at times, and can be dealt with by anti-airing <br />
|-<br />
|}<br />
{{CharLinks-DBFZ|Vegeta}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__5L.png |caption=<br />
|image2=DBFZ_Vegeta__5LL.png |caption2=<br />
|image3=DBFZ_Vegeta__5LLL.png |caption3= Heh, what dirty fireworks..<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -2<br />
|description=<br />
* Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -5<br />
|description=<br />
* Important points go here.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=300, 700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -18<br />
|description= <br />
* Calling an assist allows you to get a safe mixup off of a blocked 5LLL. You can go high with j.L, low with 2L, or airdash over crouching opponents for a fast crossup. Think of this as an alternative to 236S on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -8<br />
|description=<br />
* Decent range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~8 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -3<br />
|description=<br />
* Can be repeated up to 8 times.<br />
}}<br />
}}<br />
<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup= 7|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Hits low, can be rapid fired twice like all other Vegetas.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__2M.png |caption= BOI<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= |recovery= |frameAdv= -6<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__2H.png |caption= SHINE!<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -14<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__2S.png |caption=<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv= -6<br />
|description=<br />
* Vegeta throws a Ki blast in an arc. You can make the arc shallow by doing 1S.<br />
* This can be used for oki after a slide knockdown<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__jM.png |caption= Credit Card Swipe<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 9|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__jH.png |caption= "Get outta here"<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
}}<br />
}}<br />
<br />
===== <font style="visibility:hidden" size="0">j.S</font> =====<br />
{{MoveData<br />
|image=DBFZ_Vegeta__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to SSGSS Goku's j.S, but fired at a shallower angle.<br />
* Does not stall you in the air.<br />
* Adds landing recovery.<br />
* Useful for approaching when combined with an IAD, but it can be punished so mix it up with j.5H.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Carries a lot of momentum, to the point he can actually ascend slightly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta__j2S.png |caption=<br />
|name=j.2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Like 2S but in the air.<br />
* Can aim with 1S.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Super Dash Kick</font> ======<br />
{{MoveData<br />
|image= DBFZ_Vegeta_SuperDashKick.png<br />
|caption= I'm gonna rock you! Like a hurricane!<br />
|input=236L/M/H (Air OK)<br />
|name=Super Dash Kick<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=800 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Vegeta recovers in midair.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=900 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv=-9<br />
|description=<br />
* Causes a wallbounce.<br />
* Crosses up on block.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=All<br />
|startup= 29|active= |recovery= |frameAdv= -9<br />
|description=<br />
* Vegeta teleports behind the opponent and hits them.<br />
* Causes a wallbounce.<br />
* Crosses up on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Deadly Knee Drop</font> ======<br />
{{MoveData<br />
|image= DBFZ_Vegeta_DeadlyKneeDrop.png<br />
|caption= FOOTDIVE<br />
|input=214L/M/H (Air OK)<br />
|name=Deadly Knee Drop<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=800 |guard=High<br />
|startup= 26|active= |recovery= |frameAdv=<br />
|description=<br />
* Hold forward after hit to drop directly in front of opponent instead of away.<br />
* Does not cause a sliding knockdown.<br />
* Tracks the opponent.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=High<br />
|startup= 29|active= |recovery= |frameAdv=<br />
|description=<br />
* Hold forward after hit to drop directly in front of opponent instead of away.<br />
* Causes a sliding knockdown, but is too slow to combo into, and will whiff after vanish.<br />
* Can whiff vanish on hit and combo into 214S, giving a full combo.<br />
* Tracks the opponent.<br />
A strong part of Vegeta's mixup game, especially because of the possibilities for it. Holding forward after the move, even on whiff, will propel Vegeta forward which can give him more pressure in many situations. If you don't hold back, you can combine Vegeta's backwards jump of sorts into 2S/1S which, depending on which one you use, can catch your opponent's wakeup and will catch them mashing something and/or give Vegeta much more pressure. Vegeta teleporting above the opponent helps too, as it can be used to either catch your opponent off guard in neutral, or go for a really tricky reset, but be careful because it can be 2H'd very easily if your opponent reacts to it..<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1000 |guard=High<br />
|startup= 26|active= |recovery= |frameAdv=<br />
|description=<br />
* Hold forward after hit to drop directly in front of opponent instead of away.<br />
* Can be used after j.2H for a guaranteed slide knockdown.<br />
* Hold forward to allow 214S on hit, giving a combo if smash hasn't been used.<br />
* Vanish is not necessary to combo unlike 214M.<br />
* Holding forward also allows for oki if you don't 214S.<br />
Pretty useful for some combos where you may have already used up your smash or a conversion off of a vanish, and if you have the meter to spare on it. Because of it's speed it gives Vegeta a lot more oki than the other knee drops can, especially right after j.2H. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Energy Cutter</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta_EnergyCutter.png<br />
|caption= OH NO! The kid's a monkey! Destructo Disc!<br />
|input=236S<br />
|name=Energy Cutter<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1000 |guard=All<br />
|startup= 22|active= |recovery= |frameAdv=<br />
|description=<br />
* Leaves Vegeta airborne once complete. Allows for a mixup with an assist.<br />
* Can be aimed with 8/2.<br />
Vegeta's 236S is alright as a projectile, but surprisingly where the move really takes off is in it's mixup utility. Using this on an opponent's wakeup after Vegeta gets a sliding knockdown lets him get a mixup scenario, as you can airdash after the move is done, and this is amplified even further by his assists. He can also safejump off of this move, which makes it even stronger. It's not his strongest mixup tool, but it sure is a good one.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">I have no use for Saiyans that can't move</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta_IHaveNoUse.png |caption= I showed you my giant monkey form answer me.<br />
|image2=DBFZ_Vegeta_IHaveNoUse2.png |caption2= YEET<br />
|input=214S<br />
|name=I have no use for Saiyans that can't move<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=0 |guard=Throw<br />
|startup= 18|active= |recovery= |frameAdv=<br />
|description=<br />
* Vegeta grabs his opponent and tosses them into the air straight above him.<br />
* This skill works like a command grab and cannot be blocked.<br />
* If the camera zooms in, you can superdash for a full combo. If not, you can vanish or super.<br />
* Works on sliding knockdown state opponents.<br />
* Will ''not'' work on crouching or aerial opponents (only standing).<br />
* Uses his smash, so j.H gives sliding knockdown.<br />
* Use before level 3 super in the corner to maintain optimal positioning.<br />
On its own, Vegeta's command grab isn't that great. It's got very poor range and for some reason, it cannot connect on crouching opponents; it will only work on standing opponents, which makes the move hard to land raw as a mixup tool. Its strongest utility comes in the fact that it can be used as an OTG off of a sliding knockdown. This lets Vegeta possibly extend into a bit more damage, or more easily confirm into his level 1 or level 3 supers. When done raw or done before Vegeta uses his launcher smash, a cinematic will play, and this will allow Vegeta to easily follow up and get a sliding knockdown.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Vegeta_EnergyCutter.png<br />
|caption=''""There's no such thing as a dirty fight..."''<br />
|input=A1/A2<br />
|name=Energy Cutter<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* On hit, all the hits do one hit. On block, all 5 hits are done separately.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Galick Gun</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta_GalickGun.png |caption= ''"This planet is '''history'''!"''<br />
|image2=DBFZ_Vegeta_GalickGun2.png |caption2=''"You hear me, Kakarot? <br> You're '''FINISHED'''!"''<br />
|input=236L+M or 236H+S (Air OK)<br />
|name=Galick Gun<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=2296 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Vegeta leaps into the air and fires a beam diagonally toward the ground.<br />
* Grounded version automatically leaps (on startup) to the correct height to hit opponent.<br />
* Air version goes up a set distance, so it's not guaranteed to hit.<br />
Similar to SSGSS Goku's level 1, Vegeta's level 1 isn't that bad. Its hitbox is large and its property of knocking the opponent down, as well as having a huge window to Z-Change from, lets it be a reliable way to start some more damage if you have the meter. It's also alright in the air as an ender off of j.236L, though you may have some trouble hitting it depending on the situation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Galaxy Breaker</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegeta_GalaxyBreaker.png |caption= ''"Maybe you won't be a disappointment...''<br />
|image2=DBFZ_Vegeta_GalaxyBreaker2.png |caption2= '''''in the next dimension!!!"'''''<br />
|input=214L+M or 214H+S<br />
|name=Galaxy Breaker<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=4224 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Leaves the opponent at the perfect distance for basically any mix-up you want.<br />
* In the corner, it will even pull the opponent out of the corner allowing him to cross up.<br />
* If done after 214S, this move will give Vegeta different camera angles and will make it so Vegeta's post mix-ups are not as strong.<br />
*Minumum Damage: 77*n<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Vegeta}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Vegeta]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Bardock&diff=106796DBFZ/Bardock2019-01-25T17:20:38Z<p>42.113.252.224: /* Rebellion Spear */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Bardock<br />
|-<br />
||<br />
[[File:DBFZ_Bardock_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Bardock}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Air Dash, Dash Type: Run<br />
;Play-style<br />
:Rushdown<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
The biological father of Kakarot (AKA Son Goku). A low class Saiyan warrior, however the head of a team colloquially named the "Bardock Squad". After travelling to planet Kanassa, home of clairvoyant aliens that he had been hired by Frieza to kill, his team was killed by Dodoria, and Bardock was granted clairvoyance by the last remaining Kanassan. With this power, he discovered that Frieza planned to eradicate the entire Saiyan race and made a bold last stand. In the end, he was completely overpowered and destroyed, along with Planet Vegeta and the near entirety of his people. He died happy, however, after receiving a vision that his son, Kakarot, would defeat the tyrant and avenge his fallen race...<br />
<br />
Bardock arrives to ''Dragon Ball FighterZ'' as a DLC character, sporting his characteristic, no-holds-barred fighting style. While lacking in long-range prowess, his fast mobility, coupled with his high power and pressure that is very hard to escape from, will make sure Bardock stays in his opponent's face and makes them pay dearly for it.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Simple core gameplan and incredibly low execution requirements for his BnB's, which are universal among the entire cast.<br />
* Often regarded as having the strongest neutral game. 236L is an incredibly fast, non-commital approach option that can usually make him automatically win neutral. j.236L also gives him excellent mobility in the air, completely pinning down opponents who attempt to jump.<br />
* Amazing corner okizeme and safe jump setups if he has the resources to burn. 236M in the corner is an excellent option to use for pressure.<br />
* Incredibly solid buttons; a good balance in speed and range.<br />
* Very high corner damage, solo and with assists. Even with basic BnB's, he can use resources to extend his combos, which can result in an extreme boost in damage.<br />
* The only character in the game to have a level 1 reversal. Can be used to challenge opponents pressure.<br />
* 5LL bring opponents to the ground for easy hit confirms.<br />
* Super is very fast and can be easily comboed off of.<br />
* Daddy Goku.<br />
| style="width: 50%;"|<br />
* His high damaging combos generally require a lot of meter to execute.<br />
* Okizeme is very subpar midscreen.<br />
* While he does have amazing neutral game options, he generally needs assists to accompany him with his options.<br />
|-<br />
|}<br />
{{CharLinks-DBFZ|Bardock}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_5L.png |caption= Liver shot<br />
|image2=DBFZ_Bardock_5LL.png |caption2= Bardocks eSports normal<br />
|image3=DBFZ_Bardock_5LLL.png |caption3= SHORYUKEN!<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup=6|active= |recovery= |frameAdv=-3<br />
|description=<br />
* Bardock does a gut punch.<br />
* Decent pressure starter with many gatlings, moves Bardock forward slightly.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=-5<br />
|description=<br />
* Groundbounce allows Bardock to confirm hits on airborne opponents into grounded combos.<br />
Bardock does a two-handed downward smash.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= |active=18 |recovery= |frameAdv=-5<br />
|description=<br />
* Bardock does an uppercut. Autocombos into Super Dash.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_5M.png |caption= FALCON KICK<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup=12 |active= |recovery= |frameAdv=-4<br />
|description=<br />
* Decent range 5M. Can be used aggressively in neutral and leads to solid damage.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_5H.png |caption= FRIEZZAAAAAAAA!!!<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup=15 |active= |recovery= |frameAdv=<br />
|description=<br />
* Disjointed hitbox swing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Bardock shoots a ki blast. Causes soft knockdown on hit.<br />
* Can only shoot one blast a time.<br />
* Somewhat underwhelming in neutral, it is however one of the stronger 5S normals in the game when used in pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup=7 |active= |recovery= |frameAdv=-4<br />
|description=<br />
* Bardock does a low kick.<br />
* Integral part of Bardock's pressure/mixup because it serves as his fastest low, also a decent pressure starter since it can stagger into itself and gatling into other normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup=10 |active= |recovery= |frameAdv= -5<br />
|description=<br />
* Bardock crouches and does a sweep kick.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_2H.png |caption= "FORE"<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Bardock does a two-handed upward swing. Go to anti-air.<br />
* Deceptively low horizontal range. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_6M.png |caption= *thunk*<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup=24 |active=6 |recovery=10 |frameAdv=0<br />
|description=<br />
*Universal overhead.<br />
Bardock hops and does a two-handed overhead smash. If it hits an airborne opponent, Bardock can combo into 5L afterwards.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_jL.png |caption= FORWARD AERIAL<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be used for fuzzy guard setups against taller characters (Cell).<br />
* Can be used post IAD to set up left/right mixups.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_jM.png |caption= "You'll regret that!"<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500*2 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Bardock does two jumping sidekicks.<br />
* Arguably one of Bardock's stronger air buttons.<br />
* Can be used for crossups. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Bardock does a two-handed overhead smash.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=500 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Bardock fires a downward ki blast.<br />
* Can only shoot one blast a time.<br />
* Pauses his air momentum during the shot, which adds a layer to his air movement.<br />
* Adds landing recovery.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_j2H.png |caption= boot<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Bardock does an upward kick.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Rebellion Spear</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_RebellionSpear.png |caption=Ground<br />
|image2=DBFZ_Bardock_RebellionSpear-Air.png |caption2=Air<br />
|input=236L/M/H (Air OK)<br />
|name=Rebellion Spear<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup=10 |active= |recovery= |frameAdv=-4<br />
|description=<br />
* Attacks straight ahead.<br />
* Keeps the opponent in place on grounded hit.<br />
* Sends opponent flying horizontally on air hit.<br />
* Very fast for the distance it travels.<br />
* Level 1 move, so it doesn't true blockstring into vanish<br />
Probably one of Bardock's strongest tools, if not his best. Travels incredibly far and incredibly fast, allowing it to be used as a neutral tool. Despite being minus on block, Bardock can still block afterwards and he can cover up the blockstun with an assist, which if the lariat hits, he can get a full combo afterwards. If you use the air version and catch your opponent in the air, they are basically forced right back to the ground, allowing you to get some extra pressure. It's no wonder that some Bardock players choose to start rounds with just a raw 236L.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|subtitle=or 236H > L/M/H on hit<br />
|damage=300, 750<br>1100 |guard=All<br />
|startup=8 |active= |recovery= |frameAdv=-15<br />
|description=<br />
* Hits twice at close range, only once if far enough.<br />
* Consumes smash.<br />
* Ground version is invulnerable to head property attacks. Has recovery on the way down.<br />
* Aerial version ground bounces, spiking the opponent upwards which can lead to snapback setups.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=300, 750<br>300, 1100<br>1100 |guard=All<br />
|startup=8 |active= |recovery= |frameAdv=-5<br />
|description=<br />
* Damage depends on distance, tier 1 goes to midscreen, tier 2 is midscreen to almost fullscreen, tier 3 is exactly fullscreen.<br />
* Moves straight ahead, crosses up on hit or block.<br />
* On hit, can followup with an additional attack by pressing L/M/H. This attack is identical to 236M/j.236M and doesn't cost any bar.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Raging Meteor</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_RagingMeteor.png |caption= "RUNNIN YA FADE WITH STYLE"<br />
|input=214L/M/H (Air OK)<br />
|name=Raging Meteor<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=50*4, 900 |guard=All*4, High<br />
|startup= |active= |recovery= |frameAdv=-4<br />
|description=<br />
* Last hit is an overhead.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=50*6, 900 |guard=All*6, High<br />
|startup= |active= |recovery= |frameAdv=-4<br />
|description=<br />
* Last hit is an overhead.<br />
* Grounded version causes a sliding knockdown.<br />
* If the air version is used after a launcher is used (such as 2H), causes a sliding knockdown<br />
The best way for Bardock to end his air strings after a launcher is used, as it positions him better for okizeme or for a super, as well as doing slightly more damage than the standard 5H ender.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=50*6, 1100 |guard=All*6, High<br />
|startup= |active= |recovery= |frameAdv=-4<br />
|description=<br />
* Last hit is an overhead.<br />
* Causes a sliding knockdown.<br />
Good to use off of a raw tag/superdash, as it lets you confirm the hard knockdown anyway while also getting some decent corner carry.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Tyrant Lancer</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_TyrantLancer1.png |caption= ''"Too slow."''<br />
|image2=DBFZ_Bardock_TyrantLancer2.png |caption2= ''"Get out of here!"''<br />
|input=236S<br />
|name=Tyrant Lancer<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Normal<br />
|damage=600*2 [1000]|guard=All<br />
|startup=26 |active= |recovery= |frameAdv=+4<br />
|description=<br />
* Wallbounces in the corner.<br />
* [] is if only the first hit comes out (e.g. hitting assists).<br />
Good as a sort of reset tool in blockstrings, it's very strong if the opponent isn't paying attention because of it's insane plus frames and ability to easily get a conversion in the corner. It's slow startup time makes it so it is very easy to react and reflect and/or punish, but it still has some good utility if you don't get predictable with it.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Charged<br />
|damage=800*2 [1500]|guard=All<br />
|startup=48 |active= |recovery= |frameAdv=+4<br />
|description= <br />
* Wallbounces.<br />
* [] is if only the first hit comes out (e.g. hitting assists).<br />
Can be used as a reflect bait of sorts - when you use 236S in a blockstring and you charge it, it will completely beat out reflect. This is good if you know your opponent will reflect the move and you want to get an explosive punish off of it.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Bardock_RebellionSpear-L.png |caption=LARIAT<br />
|input=A1/A2<br />
|name=Rebellion Spear<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Very fast.<br />
* Leaves opponent standing on grounded hit.<br />
* Sends opponent flying horizontally on air hit. <br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Riot Javelin</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_RiotJavelin.png |caption= ''"This will change '''everything!'''"''<br />
|image2=DBFZ_Bardock_RiotJavelin2.png |caption2= ''YEET''<br />
|input=236L+M (Air OK)<br />
|name=Riot Javelin<br />
|data= <br />
{{AttackData-DBFZ<br />
|version=Normal<br />
|damage=2200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=-21<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Saiyan Spirit follow-up<br />
|subtitle=Hold any button on hit<br />
|damage=1100 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 Ki Gauge.<br />
* Charges an energy sphere and launches it straight ahead.<br />
* Hold up or down to aim the ground version upwards, and air version downwards.<br />
* Normal version has minimum damage of 814, Saiyan Spirit follow-up is 407.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Saiyan Spirit</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_SaiyanSpirit.png |caption=''"No!"''<br />
|image2=DBFZ_Bardock_SaiyanSpirit2.png |caption2='''''"None of that!"'''''<br />
|input=236H+S (Air OK)<br />
|name=Saiyan Spirit<br />
|data= <br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=1000, 2120|guard=All<br />
|startup= |active= |recovery= |frameAdv=-19<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=1000, 2120|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 Ki Gauge.<br />
* Invincible on startup.<br />
* Hits twice if close enough to the opponent.<br />
* Minimum damage is 400, 318.<br />
* Can be followed up with Riot Javelin by pressing an additional button if the move hits. This version can also be directed up or down.<br />
* Relatively short recovery means that Bardock can use this super multiple times in a combo with assists.<br />
* Opponents can vanish on reaction to the startup, so it isn't a great reversal against normals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Revenge Assault</font> ======<br />
{{MoveData<br />
|image=DBFZ_Bardock_RevengerAssault.png |caption=''"Oh no, I won't let you get away with what you've done!"''<br />
|image2=DBFZ_Bardock_RevengerAssault2.png |caption2='''''"PREPARE TO DIE!"'''''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Revenge Assault<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=4248 |guard=All<br />
|startup= |active= |recovery= |frameAdv=-14<br />
|description=<br />
* Costs 3 Ki Gauges.<br />
* Bardock transforms into a Super Saiyan and advances towards the opponent, striking them with his shoulder.<br />
* Causes a true hard knockdown.<br />
* Grounds both player on hit even when used in the air.<br />
* Opponent is now positioned significantly away from Bardock after his level 3 animation effect, significantly weaking it's pressure usage.<br />
Bardock's level 3. Useful for a safe jump (dash jump or 669) and nothing else. With assists it's possible to get a small mixup of sorts, but not as much as he used to have.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Bardock}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Bardock]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku&diff=106795DBFZ/Goku2019-01-25T17:06:50Z<p>42.113.252.224: /* Supers */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku<br />
|-<br />
||<br />
[[File:DBFZ_Goku_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Goku}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Snowball<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Son Goku (named directly after the Japanese naming of ''Journey to the West'' protagonist Sun Wukong) is a martial artist of incredible skill and renown, whose skills only grew stronger after dying at the hands of the villainous Saiyan Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb.<br />
<br />
The Saiyan - Early Namek Arc version of Goku flies into ''Dragon Ball FighterZ'' as a DLC character. Much like his Super Saiyan counterpart, he is a natural all-rounder with a variety of moves. While he doesn't have his Super Saiyan version's zoning or his SSGSS version's close-range game, he has his own quirks that set him apart from them and make him stand out.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Reliable buttons and specials with solid range and good utility all around.<br />
* Strongest level 3 in the game; does huge damage and has many ways he can combo into it from some other characters' supers, which gives Goku very easy ways to get incredible damage.<br />
* Kaio-ken is a very strong level 1 super, with a lot of damage and possibly even some mixup potential, as well as many ways to use it. This is amplified further by its enhanced versions, x3 Kaio-ken and x20 Kaio-ken.<br />
* Assist is useful for combo extensions as it causes wallbounce on hit, and also sends the opponent incredibly far, which can lead to good pressure.<br />
* 1 bar invincible reversal with Kaio-ken finisher<br />
| style="width: 50%;"|<br />
* Only one low (2M), which hurts his mixup game a lot.<br />
* Requires assists to make any of his strings safe.<br />
* Has difficulties for scoring a sliding knockdown.<br />
* While not a slow charge, Spirit Bomb's charge requirement can make it so you might not get the move often, and if you do you may only get level 1 or level 2.<br />
|}<br />
{{CharLinks-DBFZ|Goku}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5L.png |caption=''"Woah woah..."''<br />
|image2=DBFZ_Goku__5LL.png |caption2= ''"Stop..."''<br />
|image3=DBFZ_Goku__5LLL.png |caption3= '''''"Goku Time!"'''''<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Standard jab.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Knocks opponent lightly off their feet.<br />
* Good hit and block stun.<br />
* Can convert into 2M or 1S.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Causes wallbounce.<br />
* Hits both in front and behind Goku.<br />
* Leads into auto combo.<br />
* Can be used for corner loops in certain scenarios.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5M.png |caption= "''Kidney Punch!''"<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Short reach, but very quick.<br />
* Can connect with 5LL into jump cancel.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Short reaching 5H with a slightly quicker startup than most.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Can be repeated up to 6 times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv=-4<br />
|description=<br />
* Not a low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= |recovery= |frameAdv=-11<br />
|description=<br />
* Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLM2H instead to start a combo.<br />
* IAD j.S 2M has deceptively long range and can hit from almost fullscreen.<br />
* Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2H.png |caption= Not a DP<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-17<br />
|description=<br />
* Universal anti-air.<br />
* Poor horizontal reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2S.png |caption=''"Go, my children."''<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 17|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Can be aimed with 1/2/3S.<br />
* Does not track.<br />
After this is used twice, regardless of which versions are used, it will transition into 2SSS.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2SSS</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2SSS.png |caption= FOOTDIVE!<br />
|name=2SSS<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=-5<br />
|description=<br />
* Overhead after 2SS.<br />
* Causes a ground-bounce that can be combo'd after in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Short ranged normal. Mostly used during aerial blockstrings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= |recovery= |frameAdv=<br />
|description=<br />
* Good air to air normal. Can cross the opponent up, if delayed enough.<br />
Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H.<br />
<br />
Note: you can shorten the delay by inputting the directional input of your opponent (4 or 6). This is a universal mechanic.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Great jump-in normal and combo starter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Goku__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku fires a downward ki blast.<br />
* Halts Goku's momentum when used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku does an upward kick. Not an overhead in the air.<br />
* Deceptive horizontal reach. Good for quick mid air conversions after a mid air clash, i.e. super dash clash or blocking opponents super dash while in the air.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Heavy Elbow</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_HeavyElbow.png<br />
|caption= You're wide op- wait a sec, this isn't Ginyu! ''Or is it?''<br />
|input=236L/M/H (Air OK)<br />
|name=Heavy Elbow<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Can be used to end blockstrings safety.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=All<br />
|startup= 26 [28]|active= |recovery= |frameAdv= -5<br />
|description=<br />
* [] is for the aerial version.<br />
* Causes wallbounce.<br />
* Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=All<br />
|startup= 19|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Causes wallbounce.<br />
* Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Back Throw</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_BackThrow.png |caption= Silly Goku, thinking he can dunk like 16!<br />
|image2= DBFZ_Goku_BackThrow2.png |caption2="Weeeee!"<br />
|input=214L/M/H<br />
|name=Back Throw<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=700 |guard=Throw<br />
|startup= 23|active= |recovery= |frameAdv=<br />
|description=<br />
* Grabs and throw behind him.<br />
* Can be followed up with vanish.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
* Can be comboed into.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=700 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward before grabbing.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
The big range on this command grab allow it to be somewhat tricky if your opponent isn't expecting it, or if you can cover up the startup with an assist or something similar. It's hard to get big damage off of it regularly, but in Sparking Goku can get a lot more off of it, which helps a lot. Because of its slow startup, you can also just cancel it from a normal and have it grab the opponent because the blockstun ends by the time the actual throw comes out.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=700, 1000 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward like the M version.<br />
* Does the 2SSS animation on Smash hit and causes a ground bounce which can be followed up.<br />
* Only does 2SSS if no Smash has been used prior.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kamehameha.png<br />
|caption= ''Hawaiian King attack''.<br />
|input=236S (Air OK)<br />
|name=Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=1000 |guard=All<br />
|startup= 21|active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be aimed up or down like SS Goku.<br />
* Only hits once, but will still clash with other beams.<br />
* Wallbounces.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Everyone, lend me your energy!</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Everyone.png<br />
|caption= ''"De-de-de, de-de-de, de-de-do, I'ma charging my attack!"''<br />
|input=214S<br />
|name=Everyone, lend me your energy!<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup=22 |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be held for up to three levels.<br />
* Can call assists during charge.<br />
* Will build a small amount of meter for each level charged up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SpiritBomb.png<br />
|caption=''"Better use that thing that always works!"''<br />
|input=214S after gathering energy<br />
|name=Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Level 1<br />
|damage=0, 50*18, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 2<br />
|damage=0, 60*24, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 3<br />
|damage=0, 70*30, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* All version has minimum damage of 20%.<br />
* Homes in on the opponent. Cannot be superdashed through.<br />
* Any version can be followed up with an air combo by superdashing.<br />
* Level 1 and Level 2 can be connected into a combo by using 2SSS after explosion (possibly 1SS or 3SS depending on distance from opponent).<br />
* Level 3 carries high enough to combo into Super Spirit Bomb.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Goku_5LLL.png |caption= ''"I'll save ya again, best buddy!"''<br />
|input=A1/A2<br />
|name=5LLL<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes wallbounce and hits both in front and behind Goku.<br />
* Huge blockstun.<br />
Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Kaioken</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kaioken.png |caption= "''Now I want '''TOTAL POWER!!'''''"<br />
|image2=DBFZ_Goku_KaiokenFinisherLM.png |caption2= "''Kaio wha- '''AAAGH!!!'''''"<br />
|image3=DBFZ_Goku_KaiokenFinisherHS.png |caption3= '''''"KAIOKEN... TIMES FOUR!"'''''<br />
|input=236L+M or 236H+S<br />
|name=Kaioken<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Activation<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Kaioken will have 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.<br />
* On block or hit, any Kaioken followup can cancel into any other, except itself.<br />
* All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to hit from a solo combo.<br />
* The Kaioken enders can be used at any time, even as the first hit, but cannot be followed up.<br />
* Different variations of followups leads to different amounts of damage.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5L<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* First hit if nothing is input.<br />
* Mashing L will alternate between 5L and 2L.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2L<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Won't overshoot the opponent.<br />
* Vulnerable to Anti-Airs.<br />
* Due to sharing the same rolling animation as 5M, can be used as some sort of mixup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5M<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides if the opponent is less than a fullscreen away.<br />
* Invulnerable during startup.<br />
* Mashing M will alternate between 5M and 2M.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2M<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides on block if the opponent is less than a fullscreen away.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5H<br />
|damage=900 |guard=Ground Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Wall bounces.<br />
* Very long startup but deals the most damage, albeit not by much.<br />
* Not much use during Kaioken, but is the preferred DHC starter.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Common starter from sliding knockdowns due to the short startup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to 5S, but aims diagonally.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Kaioken Finisher |subtitle=L+M<br />
|damage=700, 700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Standard Kaioken ender.<br />
* Teleports to the opponent and is fully invincible on startup.<br />
* The second hit only come out on hit.<br />
* All enders can be used even after all followups have been used (for example, it can be used as a fourth hit even with a full team).<br />
* Can cancel into Kaioken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down.<br />
* KOing with this triggers a special animation.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x3 Kaioken<br>Kamehameha |subtitle=H+S when one team<br>member is down<br />
|damage=250*15 [250*14] |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* [] is when cancelling from Kaioken Finisher.<br />
* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed upwards.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x20 Kaioken<br>Kamehameha |subtitle=H+S when two team<br>members are down<br />
|damage=250*20 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* Fires a Kamehameha straight.<br />
* Tracks vertically.<br />
* Deals a hard knockdown regardless of height.<br />
* Because Kaioken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SuperSpiritBomb.png |caption= I'm so '''SORRY''' good sir but would you like a '''''small PORTION''''' of ''GENKI''?<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=5649 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Very slow, and starts very high in the air.<br />
* If you do Super Spirit Bomb in the corner, Goku will teleport out and fire it into the corner.<br />
* 2314 minimum damage, making it extremely deadly even in the most scaled combos.<br />
* Some characters can DHC into this, sometimes depending on screen position, so experiment with your team and find out what works! For example, SS Goku can combo into this with Warp Kamehameha, but only in the corner, while Beerus can combo into it anywhere and Vegeta can't combo into it at all.<br />
* Goku ''can'' combo into this by himself or with the help of assists, but it's often impractical to pull off in a real match. Thus to utilize its high damage, you'll need to build your team around DHC-ing into this Super.<br />
* While this is invincible on startup and not punishable on block, Goku is vulnerable while the Spirit Bomb is falling. This means the opponent can run under the Spirit Bomb to the other side of Goku and superdash up to him for a full combo.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Goku}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku&diff=106790DBFZ/Goku2019-01-25T15:47:33Z<p>42.113.252.224: /* Specials */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku<br />
|-<br />
||<br />
[[File:DBFZ_Goku_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Goku}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Snowball<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Son Goku (named directly after the Japanese naming of ''Journey to the West'' protagonist Sun Wukong) is a martial artist of incredible skill and renown, whose skills only grew stronger after dying at the hands of the villainous Saiyan Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb.<br />
<br />
The Saiyan - Early Namek Arc version of Goku flies into ''Dragon Ball FighterZ'' as a DLC character. Much like his Super Saiyan counterpart, he is a natural all-rounder with a variety of moves. While he doesn't have his Super Saiyan version's zoning or his SSGSS version's close-range game, he has his own quirks that set him apart from them and make him stand out.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Reliable buttons and specials with solid range and good utility all around.<br />
* Strongest level 3 in the game; does huge damage and has many ways he can combo into it from some other characters' supers, which gives Goku very easy ways to get incredible damage.<br />
* Kaio-ken is a very strong level 1 super, with a lot of damage and possibly even some mixup potential, as well as many ways to use it. This is amplified further by its enhanced versions, x3 Kaio-ken and x20 Kaio-ken.<br />
* Assist is useful for combo extensions as it causes wallbounce on hit, and also sends the opponent incredibly far, which can lead to good pressure.<br />
* 1 bar invincible reversal with Kaio-ken finisher<br />
| style="width: 50%;"|<br />
* Only one low (2M), which hurts his mixup game a lot.<br />
* Requires assists to make any of his strings safe.<br />
* Has difficulties for scoring a sliding knockdown.<br />
* While not a slow charge, Spirit Bomb's charge requirement can make it so you might not get the move often, and if you do you may only get level 1 or level 2.<br />
|}<br />
{{CharLinks-DBFZ|Goku}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5L.png |caption=''"Woah woah..."''<br />
|image2=DBFZ_Goku__5LL.png |caption2= ''"Stop..."''<br />
|image3=DBFZ_Goku__5LLL.png |caption3= '''''"Goku Time!"'''''<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Standard jab.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Knocks opponent lightly off their feet.<br />
* Good hit and block stun.<br />
* Can convert into 2M or 1S.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Causes wallbounce.<br />
* Hits both in front and behind Goku.<br />
* Leads into auto combo.<br />
* Can be used for corner loops in certain scenarios.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5M.png |caption= "''Kidney Punch!''"<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Short reach, but very quick.<br />
* Can connect with 5LL into jump cancel.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Short reaching 5H with a slightly quicker startup than most.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Can be repeated up to 6 times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv=-4<br />
|description=<br />
* Not a low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= |recovery= |frameAdv=-11<br />
|description=<br />
* Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLM2H instead to start a combo.<br />
* IAD j.S 2M has deceptively long range and can hit from almost fullscreen.<br />
* Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2H.png |caption= Not a DP<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-17<br />
|description=<br />
* Universal anti-air.<br />
* Poor horizontal reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2S.png |caption=''"Go, my children."''<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 17|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Can be aimed with 1/2/3S.<br />
* Does not track.<br />
After this is used twice, regardless of which versions are used, it will transition into 2SSS.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2SSS</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2SSS.png |caption= FOOTDIVE!<br />
|name=2SSS<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=-5<br />
|description=<br />
* Overhead after 2SS.<br />
* Causes a ground-bounce that can be combo'd after in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Short ranged normal. Mostly used during aerial blockstrings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= |recovery= |frameAdv=<br />
|description=<br />
* Good air to air normal. Can cross the opponent up, if delayed enough.<br />
Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H.<br />
<br />
Note: you can shorten the delay by inputting the directional input of your opponent (4 or 6). This is a universal mechanic.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Great jump-in normal and combo starter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Goku__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku fires a downward ki blast.<br />
* Halts Goku's momentum when used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku does an upward kick. Not an overhead in the air.<br />
* Deceptive horizontal reach. Good for quick mid air conversions after a mid air clash, i.e. super dash clash or blocking opponents super dash while in the air.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Heavy Elbow</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_HeavyElbow.png<br />
|caption= You're wide op- wait a sec, this isn't Ginyu! ''Or is it?''<br />
|input=236L/M/H (Air OK)<br />
|name=Heavy Elbow<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Can be used to end blockstrings safety.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=All<br />
|startup= 26 [28]|active= |recovery= |frameAdv= -5<br />
|description=<br />
* [] is for the aerial version.<br />
* Causes wallbounce.<br />
* Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=All<br />
|startup= 19|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Causes wallbounce.<br />
* Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Back Throw</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_BackThrow.png |caption= Silly Goku, thinking he can dunk like 16!<br />
|image2= DBFZ_Goku_BackThrow2.png |caption2="Weeeee!"<br />
|input=214L/M/H<br />
|name=Back Throw<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=700 |guard=Throw<br />
|startup= 23|active= |recovery= |frameAdv=<br />
|description=<br />
* Grabs and throw behind him.<br />
* Can be followed up with vanish.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
* Can be comboed into.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=700 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward before grabbing.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
The big range on this command grab allow it to be somewhat tricky if your opponent isn't expecting it, or if you can cover up the startup with an assist or something similar. It's hard to get big damage off of it regularly, but in Sparking Goku can get a lot more off of it, which helps a lot. Because of its slow startup, you can also just cancel it from a normal and have it grab the opponent because the blockstun ends by the time the actual throw comes out.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=700, 1000 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward like the M version.<br />
* Does the 2SSS animation on Smash hit and causes a ground bounce which can be followed up.<br />
* Only does 2SSS if no Smash has been used prior.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kamehameha.png<br />
|caption= ''Hawaiian King attack''.<br />
|input=236S (Air OK)<br />
|name=Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=1000 |guard=All<br />
|startup= 21|active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be aimed up or down like SS Goku.<br />
* Only hits once, but will still clash with other beams.<br />
* Wallbounces.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Everyone, lend me your energy!</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Everyone.png<br />
|caption= ''"De-de-de, de-de-de, de-de-do, I'ma charging my attack!"''<br />
|input=214S<br />
|name=Everyone, lend me your energy!<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= |guard=<br />
|startup=22 |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be held for up to three levels.<br />
* Can call assists during charge.<br />
* Will build a small amount of meter for each level charged up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SpiritBomb.png<br />
|caption=''"Better use that thing that always works!"''<br />
|input=214S after gathering energy<br />
|name=Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Level 1<br />
|damage=0, 50*18, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 2<br />
|damage=0, 60*24, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 3<br />
|damage=0, 70*30, 1200 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* All version has minimum damage of 20%.<br />
* Homes in on the opponent. Cannot be superdashed through.<br />
* Any version can be followed up with an air combo by superdashing.<br />
* Level 1 and Level 2 can be connected into a combo by using 2SSS after explosion (possibly 1SS or 3SS depending on distance from opponent).<br />
* Level 3 carries high enough to combo into Super Spirit Bomb.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Goku_5LLL.png |caption= ''"I'll save ya again, best buddy!"''<br />
|input=A1/A2<br />
|name=5LLL<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes wallbounce and hits both in front and behind Goku.<br />
* Huge blockstun.<br />
Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Kaio-ken</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kaioken.png |caption= "''Now I want '''TOTAL POWER!!'''''"<br />
|image2=DBFZ_Goku_KaiokenFinisherLM.png |caption2= "''Kaio wha- '''AAAGH!!!'''''"<br />
|image3=DBFZ_Goku_KaiokenFinisherHS.png |caption3= '''''"KAIO-KEN... TIMES FOUR!"'''''<br />
|input=236L+M or 236H+S<br />
|name=Kaio-ken<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Activation<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Kaio-ken will have 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.<br />
* Any hit of Kaio-ken can cancel into any hit other than itself.<br />
* The Kaio-ken enders can be used at any time, even as the first hit, but cannot be followed up.<br />
* Different variations of followups leads to different amounts of damage.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5L<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* First hit if nothing is input.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2L<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Overhead.<br />
* Can also be input with 5LL.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5M<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Invulnerable during startup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2M<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Hits low.<br />
* Can also be input with 5MM.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5H<br />
|damage=900 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to 214M.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ki blast attack that goes fullscreen.<br />
* Picks the opponent up from sliding knockdowns.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to 5S, but aims diagonally.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=L+M<br />
|damage=1330 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Standard Kaio-ken ender.<br />
* Fully invincible on startup.<br />
* All enders can be used even after all followups have been used (for example, it can be used as a fourth hit even with a full team).<br />
* Can cancel into Kaio-ken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down.<br />
* KOing with this triggers a special animation.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x3 Kaio-ken<br>Kamehameha |subtitle=H+S when one team<br>member is down<br />
|damage=2850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* Can also be activated by pressing L+M twice in quick succession.<br />
* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed upwards.<br />
* Because Kaio-ken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x20 Kaio-ken<br>Kamehameha |subtitle=H+S when two team<br>members are down<br />
|damage=4050 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* Can also be activated by pressing L+M twice in quick succession.<br />
* Fires a Kamehameha straight.<br />
* Tracks vertically.<br />
* Deals a hard knockdown regardless of height.<br />
* Because Kaio-ken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SuperSpiritBomb.png |caption= I'm so '''SORRY''' good sir but would you like a '''''small PORTION''''' of ''GENKI''?<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=5649 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Very slow, and starts very high in the air.<br />
* If you do Super Spirit Bomb in the corner, Goku will teleport out and fire it into the corner.<br />
* 2314 minimum damage, making it extremely deadly even in the most scaled combos.<br />
* Some characters can DHC into this, sometimes depending on screen position, so experiment with your team and find out what works! For example, SS Goku can combo into this with Warp Kamehameha, but only in the corner, while Beerus can combo into it anywhere and Vegeta can't combo into it at all.<br />
* Goku ''can'' combo into this by himself or with the help of assists, but it's often impractical to pull off in a real match. Thus to utilize its high damage, you'll need to build your team around DHC-ing into this Super.<br />
* While this is invincible on startup and not punishable on block, Goku is vulnerable while the Spirit Bomb is falling. This means the opponent can run under the Spirit Bomb to the other side of Goku and superdash up to him for a full combo.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Goku}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku&diff=106739DBFZ/Goku2019-01-23T15:26:27Z<p>42.113.252.224: /* Super Spirit Bomb */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku<br />
|-<br />
||<br />
[[File:DBFZ_Goku_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Goku}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Snowball<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Son Goku (named directly after the Japanese naming of ''Journey to the West'' protagonist Sun Wukong) is a martial artist of incredible skill and renown, whose skills only grew stronger after dying at the hands of the villainous Saiyan Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb.<br />
<br />
The Saiyan - Early Namek Arc version of Goku flies into ''Dragon Ball FighterZ'' as a DLC character. Much like his Super Saiyan counterpart, he is a natural all-rounder with a variety of moves. While he doesn't have his Super Saiyan version's zoning or his SSGSS version's close-range game, he has his own quirks that set him apart from them and make him stand out.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Reliable buttons and specials with solid range and good utility all around.<br />
* Strongest level 3 in the game; does huge damage and has many ways he can combo into it from some other characters' supers, which gives Goku very easy ways to get incredible damage.<br />
* Kaio-ken is a very strong level 1 super, with a lot of damage and possibly even some mixup potential, as well as many ways to use it. This is amplified further by its enhanced versions, x3 Kaio-ken and x20 Kaio-ken.<br />
* Assist is useful for combo extensions as it causes wallbounce on hit, and also sends the opponent incredibly far, which can lead to good pressure.<br />
* 1 bar invincible reversal with Kaio-ken finisher<br />
| style="width: 50%;"|<br />
* Only one low (2M), which hurts his mixup game a lot.<br />
* Requires assists to make any of his strings safe.<br />
* Has difficulties for scoring a sliding knockdown.<br />
* While not a slow charge, Spirit Bomb's charge requirement can make it so you might not get the move often, and if you do you may only get level 1 or level 2.<br />
|}<br />
{{CharLinks-DBFZ|Goku}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5L.png |caption=''"Woah woah..."''<br />
|image2=DBFZ_Goku__5LL.png |caption2= ''"Stop..."''<br />
|image3=DBFZ_Goku__5LLL.png |caption3= '''''"Goku Time!"'''''<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Standard jab.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Knocks opponent lightly off their feet.<br />
* Good hit and block stun.<br />
* Can convert into 2M or 1S.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Causes wallbounce.<br />
* Hits both in front and behind Goku.<br />
* Leads into auto combo.<br />
* Can be used for corner loops in certain scenarios.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5M.png |caption= "''Kidney Punch!''"<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Short reach, but very quick.<br />
* Can connect with 5LL into jump cancel.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Short reaching 5H with a slightly quicker startup than most.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Can be repeated up to 6 times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv=-4<br />
|description=<br />
* Not a low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= |recovery= |frameAdv=-11<br />
|description=<br />
* Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLM2H instead to start a combo.<br />
* IAD j.S 2M has deceptively long range and can hit from almost fullscreen.<br />
* Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2H.png |caption= Not a DP<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-17<br />
|description=<br />
* Universal anti-air.<br />
* Poor horizontal reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2S.png |caption=''"Go, my children."''<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 17|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Can be aimed with 1/2/3S.<br />
* Does not track.<br />
After this is used twice, regardless of which versions are used, it will transition into 2SSS.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2SSS</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2SSS.png |caption= FOOTDIVE!<br />
|name=2SSS<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=-5<br />
|description=<br />
* Overhead after 2SS.<br />
* Causes a ground-bounce that can be combo'd after in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Short ranged normal. Mostly used during aerial blockstrings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= |recovery= |frameAdv=<br />
|description=<br />
* Good air to air normal. Can cross the opponent up, if delayed enough.<br />
Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H.<br />
<br />
Note: you can shorten the delay by inputting the directional input of your opponent (4 or 6). This is a universal mechanic.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Great jump-in normal and combo starter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Goku__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku fires a downward ki blast.<br />
* Halts Goku's momentum when used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku does an upward kick. Not an overhead in the air.<br />
* Deceptive horizontal reach. Good for quick mid air conversions after a mid air clash, i.e. super dash clash or blocking opponents super dash while in the air.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Heavy Elbow</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_HeavyElbow.png<br />
|caption= You're wide op- wait a sec, this isn't Ginyu! ''Or is it?''<br />
|input=236L/M/H (Air OK)<br />
|name=Heavy Elbow<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Can be used to end blockstrings safety.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=All<br />
|startup= 26 [28]|active= |recovery= |frameAdv= -5<br />
|description=<br />
* [] is for the aerial version.<br />
* Causes wallbounce.<br />
* Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=All<br />
|startup= 19|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Causes wallbounce.<br />
* Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Back Throw</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_BackThrow.png |caption= Silly Goku, thinking he can dunk like 16!<br />
|image2= DBFZ_Goku_BackThrow2.png |caption2="Weeeee!"<br />
|input=214L/M/H<br />
|name=Back Throw<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=700 |guard=Throw<br />
|startup= 23|active= |recovery= |frameAdv=<br />
|description=<br />
* Grabs and throw behind him.<br />
* Can be followed up with vanish.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
* Can be comboed into.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=700 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward before grabbing.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
The big range on this command grab allow it to be somewhat tricky if your opponent isn't expecting it, or if you can cover up the startup with an assist or something similar. It's hard to get big damage off of it regularly, but in Sparking Goku can get a lot more off of it, which helps a lot. Because of its slow startup, you can also just cancel it from a normal and have it grab the opponent because the blockstun ends by the time the actual throw comes out.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1400 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward like the M version.<br />
* Does the 2SSS animation on hit and causes a ground bounce which can be followed up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kamehameha.png<br />
|caption= ''Hawaiian King attack''.<br />
|input=236S (Air OK)<br />
|name=Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=1000 |guard=All<br />
|startup= 21|active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be aimed up or down like SS Goku.<br />
* Only hits once, but will still clash with other beams.<br />
* Wallbounces.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Everyone, lend me your energy!</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Everyone.png<br />
|caption= ''"De-de-de, de-de-de, de-de-do, I'ma charging my attack!"''<br />
|input=214S<br />
|name=Everyone, lend me your energy!<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 22|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be held for up to three levels.<br />
* Can call assists during charge.<br />
* Will build a small amount of meter for each level charged up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SpiritBomb.png<br />
|caption=''"Better use that thing that always works!"''<br />
|input=214S after gathering energy<br />
|name=Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Level 1<br />
|damage=1680 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 2<br />
|damage=2112 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 3<br />
|damage=2640 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Track the opponent.<br />
* Cannot be superdashed through.<br />
* Any version can be followed up with an air combo by superdashing.<br />
* Level 1 and Level 2 can be connected into a combo by using 2SSS after explosion (possibly 1SS or 3SS depending on distance from opponent).<br />
* Level 3 carries high enough to combo into Super Spirit Bomb.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Goku_5LLL.png |caption= ''"I'll save ya again, best buddy!"''<br />
|input=A1/A2<br />
|name=5LLL<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes wallbounce and hits both in front and behind Goku.<br />
* Huge blockstun.<br />
Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Kaio-ken</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kaioken.png |caption= "''Now I want '''TOTAL POWER!!'''''"<br />
|image2=DBFZ_Goku_KaiokenFinisherLM.png |caption2= "''Kaio wha- '''AAAGH!!!'''''"<br />
|image3=DBFZ_Goku_KaiokenFinisherHS.png |caption3= '''''"KAIO-KEN... TIMES FOUR!"'''''<br />
|input=236L+M or 236H+S<br />
|name=Kaio-ken<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Activation<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Kaio-ken will have 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.<br />
* Any hit of Kaio-ken can cancel into any hit other than itself.<br />
* The Kaio-ken enders can be used at any time, even as the first hit, but cannot be followed up.<br />
* Different variations of followups leads to different amounts of damage.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5L<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* First hit if nothing is input.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2L<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Overhead.<br />
* Can also be input with 5LL.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5M<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Invulnerable during startup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2M<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Hits low.<br />
* Can also be input with 5MM.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5H<br />
|damage=900 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to 214M.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ki blast attack that goes fullscreen.<br />
* Picks the opponent up from sliding knockdowns.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to 5S, but aims diagonally.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=L+M<br />
|damage=1330 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Standard Kaio-ken ender.<br />
* Fully invincible on startup.<br />
* All enders can be used even after all followups have been used (for example, it can be used as a fourth hit even with a full team).<br />
* Can cancel into Kaio-ken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down.<br />
* KOing with this triggers a special animation.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x3 Kaio-ken<br>Kamehameha |subtitle=H+S when one team<br>member is down<br />
|damage=2850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* Can also be activated by pressing L+M twice in quick succession.<br />
* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed upwards.<br />
* Because Kaio-ken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x20 Kaio-ken<br>Kamehameha |subtitle=H+S when two team<br>members are down<br />
|damage=4050 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* Can also be activated by pressing L+M twice in quick succession.<br />
* Fires a Kamehameha straight.<br />
* Tracks vertically.<br />
* Deals a hard knockdown regardless of height.<br />
* Because Kaio-ken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SuperSpiritBomb.png |caption= I'm so '''SORRY''' good sir but would you like a '''''small PORTION''''' of ''GENKI''?<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=5649 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Very slow, and starts very high in the air.<br />
* If you do Super Spirit Bomb in the corner, Goku will teleport out and fire it into the corner.<br />
* 2314 minimum damage, making it extremely deadly even in the most scaled combos.<br />
* Some characters can DHC into this, sometimes depending on screen position, so experiment with your team and find out what works! For example, SS Goku can combo into this with Warp Kamehameha, but only in the corner, while Beerus can combo into it anywhere and Vegeta can't combo into it at all.<br />
* Goku ''can'' combo into this by himself or with the help of assists, but it's often impractical to pull off in a real match. Thus to utilize its high damage, you'll need to build your team around DHC-ing into this Super.<br />
* While this is invincible on startup and not punishable on block, Goku is vulnerable while the Spirit Bomb is falling. This means the opponent can run under the Spirit Bomb to the other side of Goku and superdash up to him for a full combo.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Goku}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Attack_Attributes&diff=106665DBFZ/Attack Attributes2019-01-17T20:19:42Z<p>42.113.252.224: /* Smash! j.H */</p>
<hr />
<div>==Attack Attributes==<br />
Each attack in the game has an attribute. Attributes are broken up in a few broad categories: '''strike''', '''projectile''', '''throw'''. These attributes interact with each other to trigger certain effects like invincibility and guard point.<br />
<br />
;Strike Attribute<br />
:Strike attributes are broken up into two groups: '''airborne''' and '''ground'''. As a rule of thumb, attacks performed while standing/crouching are ground, and jumping strikes are airborne, but there are exceptions.<br />
:Strike attacks are the most common in the game and can clash with each other.<br />
;Projectile Attribute<br />
:There are various types of projectiles in the game, but they can be broken up into 3 general levels of durability.<br />
:;Level 1 (Small Ki Blasts)<br />
::Most S Normal attacks fall into this category, but some specials do as well, such as Piccolo's Homing Energy Blast.<br />
::These can be [[DBFZ/Offense#Super Dash|Super Dashed]] through<br />
:;Level 2 (Beams)<br />
::Most special attack projectiles fall into this category, like Goku's Kamehameha, Gohan's Masenko, and Tien's Dodon Ray<br />
::These will go through projectiles of lower level without losing any hits<br />
::Level 2 projectiles can not be Super Dashed through<br />
:;Level 3 (Super Beams)<br />
::Most super attack projectiles fall into this category, like Goku's Super Kamehameha, Vegeta's Big Bang Attack, and Trunks' Burning Attack<br />
::These will go through projectiles of lower level without losing any hits<br />
::Level 3 projectiles can not be Super Dashed through<br />
;Throw Attribute<br />
:Throws cannot be blocked or Z Reflected, but they will not work against opponents who are in blockstun.<br />
===Attribute Invincibility===<br />
Some moves are invulnerable or automatically guard against certain attributes during certain times. For example, most 2H attacks have invincibility against airborne strikes starting from frame 4 through all the active frames. <br />
<br />
Other moves automatically guard against attacks with certain attributes, such as Super Dash and Trunks' Change the Future guarding against Level 1 Projectiles and Nappa's Too Bad guarding against strikes, or armor through against attacks with certain attributes, such as Android 16's 5H absorbing attacks that can be blocked high.<br />
<br />
These properties will be listed in the frame data as they are discovered.<br />
<br />
==Counter Hit==<br />
A Counter Hit occurs when you hit an opponent out of the startup of their attack. On hit, both the attacker and defender suffer additional [[Notation#Frame Data Related Terms|hitstop]] so generally, there is no additional benefit to counter hits compared to normal hits. However when counter hit by a projectile, this additional hitstop does not apply to the attacker - only the defender and the projectile suffer additional hitstop, giving the attacker a little bit of extra time to land a hit and start a combo.<br />
<br />
==Hitting Two Opponents With the Same Attack==<br />
[[File:DBFZ_HittingTwice.png|thumb|250px|Yamcha and Krillin getting hit by Cell's 5M]]<br />
One attack can hit multiple targets assuming they are within range. For example one attack can hit BOTH the opponent and an assist.<br />
<br />
Normally, when an attack touches the opponent, the remaining active frames are converted into recovery frames. However, if there is a second hittable character, then the remaining active frames can still hit him!<br />
<br />
This leads to visually strange situations like Cell's 2M (the slide) hitting Nappa's Saibaman, then a moment later, Nappa gets hit by the remaining active frames of the slide. <br />
<br />
This also applies to projectiles like Goku's Kamehameha and Piccolo's Homing Energy Blast, but the later case is more difficult to take advantage of since the projectile will shatter the instant it touches an opponent.<br />
<br clear=all/><br />
<br />
==Hit Effects==<br />
===Smash!===<br />
A lot of moves in Dragon Ball FighterZ have a "Smash!" version, usually with stronger properties and higher damage. Not all of them will trigger the "Smash!" prompt, but the way to tell if a Smash move has been used is the short cinematic that plays out on hit.<br />
<br />
The condition to trigger the Smash version is different with every move. Some require an "upward Smash" to be used prior in the combo, some require ''no'' Smash moves to be used before, and some will always use its Smash, unless it has used up its own Smash in the combo. To an extend, cinematic Super moves might also be considered Smash moves as they can hit assists for different amount of damage than they would do otherwise, and most of them ''do'' "consume" the Smash of a combo.<br />
<br />
More information on this is described in the [[DBFZ/Damage#Combo_System|Combo System]] section, and on individual character pages.<br />
<br />
===Dynamic!===<br />
A worse version of Smash. Every character has a j.H that has this property. This version can be triggered by successfully landing a 5LLL, in a combo that hasn't used Smash!, then '''mash''' L to perform a Super Dash, followed by j.L, j.LL and j.H. Manually inputting Super Dash (H+S) won't work, manual j.M and j.H won't work, too much delay or attempting to do any other move and it won't work. Though calling Z-Assists is fine as long as L is still being mashed.<br />
<br />
A "Dynamic!" j.H will consume Smash and grant a [[DBFZ/Gauges#Dragon Balls|Dragon Ball]]. Most Dynamic j.H will hit the opponent to the ground into a soft knockdown and also have the ability to wall bounce. This can be put to use outside of the corner by tagging another character in right after j.H, which pulls the "wall" back, causing a wall bounce instead of a soft knockdown. The tagged in character can then continue the combo, this means the player can guarantee a Dragon Ball without sacrificing too much damage.<br />
<br />
===Smash! j.H===<br />
This is way more complicated than it should be while also being a universal mechanic, so it deserves its own section.<br />
<br />
The conditions to get Smash! property for j.H (and some similar moves like some downward j.2H or SSVegeta j.214M), excluding 16's and j.H that doesn't have a Smash version like Piccolo's, are as follows:<br />
<br />
*In a combo that hasn't used Smash prior, during the hitstun of a 5LLL, 2H, upward j.2H or raw Dragon Rush, the opponent must be hit by any move that's not a ground normal. Though technically, these moves only have to be ''inputted'' during the hitstun, meaning the combo can turn invalid.<br />
<br />
*If you're grounded, you must leave the ground with anything BUT a normal jump (super jump). Meaning Super Dash, Trunks' Cyclone Jump, any form of teleportation, etc.<br />
<br />
*If you're airborne, you mustn't land. Though certain Special moves that teleport you around ending on the ground is still OK...<br />
<br />
*And finally, you must be at a certain height up. j.H will not Smash! if you're close to the ground, with the exception of Broly, who will dunk you no matter the height.<br />
<br />
If a combo meets all of these conditions, even if it becomes invalid at any point, it's guaranteed to get a sliding knockdown. <br />
<br />
What all of this means is that you can do things like Sparking! Cell 5LLL > the entirety of 214M > call Gotenks assist + empty Vanish > j.L > j.LL > Gotenks assist now hits > tag in Frieza > j.L > j.LL > j.2H into a sliding knockdown. [https://youtu.be/SA7yky9QbTc Video.]<br />
<br />
===Anti-Air!===<br />
Moves with "Anti-Air!" property will have invulnerability against attacks with head property. If a head property attack passes through the character's body while they're doing an Anti-Air move, a blue bubble can be seen flashing out from them and the prompt "Anti-Air!" will show up.<br />
<br />
Not to be confused with the term anti-air, as some attacks without any invulnerability can also be used for anti-airing.<br />
<br />
All characters have 2H as their universal Anti-Air. As opposed to that, they also have universal head property attacks as j.L, j.M, j.H, Super Dash, and Vanish.<br />
<br />
It's not always obvious which attacks have head property. Most attacks performed in the air or moves that put the character in an airborne state have head property. However, the universal overhead, 6M, '''does not''' have head property, despite the characters physically jumping up. This quirk also applies to Supers, as Vegito's Omega Finishing Blow (a mid strike) has head property while Frieza's Nova Strike (an overhead) doesn't.<br />
<br />
The easiest way to test if a move has head property is simply try to 2H them. And the easiest way to test if a move has Anti-Air property is to try punishing a j.H.<br />
<br />
===Wall Bounce===<br />
Certain moves will cause the opponent to bounce off the edge of the screen when the opponent makes contact with it. This is known as a wall bounce, and it's generally used to extend combos. Every character's 5H, with the exception of Cooler's, causes a small wall bounce, so it's seen very often in play. Most of the time, normals and specials that can cause a wall bounce will only do so if the Smash! version is used. For example, as stated, almost all 5H moves will cause a wall bounce if they are the Smash! version, but will not cause a bounce if a Smash! is not triggered. However, there is no limit to how many times a wall bounce can be used in a combo. It's difficult to utilize the lack of a hard limit due to wall bounces generally being limited to the Smash! property, but it's certainly something to keep in mind.<br />
<br />
How the wall bounce behaves depends on what move is used. For example, Ginyu's medium Jersey Rush causes a wall bounce where the opponent hits the wall and simply falls down in place, while the heavy version causes them to hit the opposite wall and bounce aggressively back to midscreen. In this case, the medium version allows a wide variety of followups in the corner, but almost nothing without the help of assists when used midscreen, and vise versa for the heavy version.<br />
<br />
Hitstun and untechable time are not affected by wall bounces. That is to say, the total amount of time you have to continue a combo after a wall bounce does not change even if when the wall bounce happened does. Because of this, it's preferable to trigger most wall bounces as close to the corner as possible, as this allows the largest window to continue the combo after the bounce happens. At the same time, however, certain moves that cause a wall bounce do so at a low height, such as 5H, and thus your opponent will hit the ground after the bounce before they would be allowed to tech in the air. In cases like these, creating more space allows them to travel a bit before the wall bounce happens. This allows more of the move's untechable time to be utilized, which may allow for certain combos that previously were not possible.<br />
<br />
===Ground Bounce===<br />
While rare in DBFZ, certain moves have the ability to bounce your opponent off the ground, allowing for potential followups.<br />
<br />
Ground bounces function very similarly to wall bounces with a few key differences:<br />
* Most moves that have the ability to ground bounce do not have this feature tied to the Smash! property, with a handful of exceptions such as Cooler's 5H and Bardock's j236M.<br />
* Certain moves may only trigger a ground bounce under certain conditions, such as requiring the opponent to not be in a launched state, or only the first hit of a move causing the bounce.<br />
* Whenever a ground bounce is triggered, the current remaining untechable time of the move is reset to a standard value. This means that regardless of how high they fell before the bounce happened, they will always remain vulnerable after the bounce for the same amount of time, subject to hitstun decay.<br />
<br />
Ground bounces can allow for very powerful combos when used properly, mostly due to the final property in that list. Since the bounce has its own standardized untechable time, the total window to continue the combo becomes "duration of the bounce" + "how long they were falling," i.e. the higher they were when they were hit by the move that bounces, the more total untechable time they will experience. For example, Hit can launch his opponent high into the air with his 2H, then cancel into 236M stance and continue with LLL. The downwards strike of this stance move can ground bounce, and since the opponent was so high in the air, Hit has enough time to link a 5L before they can tech, which he normally cannot do if this move hits an opponent that's closer to the ground.<br />
<br />
Due to how rare ground bounces are, they have many interesting applications for the characters that can use them that are available to nobody else on the cast. If your character has one, finding a way to make use of it is generally a very good way to expand your routing options.<br />
<br />
===Launcher===<br />
Certain moves will launch your opponent into the air and allow for high altitude followup combos. Most notably, everyone's 2H anti air will allow for a followup combo in this way when the Smash! version is used. Other notable examples include Dragon Rush when not preformed during a combo, and the final hit of the light autocombo for certain characters.<br />
<br />
In the vast majority of cases, making use of a launcher will require the use of your Smash! property. However, moves may still launch even without a Smash!, though continuing the combo may not be possible without it. Every 2H functions this way, where it will still launch without a Smash!, but in most situations requires it to continue the combo with a Super Dash.<br />
<br />
Launchers are extremely common combo extenders, especially for characters that are able to do the standard magic series with a j2H launcher. In addition, launchers that consume the Smash! property may allow the character's jH to cause a sliding knockdown with a higher base damage, rather than the standard soft knockdown it usually causes. This is only the case for characters with a jH that causes a knockdown, however.<br />
<br />
===Ground Slide===<br />
A ground slide is a special state where your opponent enters knockdown but continues to slide along the ground for a short time, before they stop sliding and are able to tech. This state is usually caused by moves that can Smash! and also knock down, however in some rare cases a slide can occur without a Smash!, such as Frieza's disks when they return.<br />
<br />
During this slide, your opponent generally cannot be hit by any normal or special moves. They can, however, be hit by supers. Certain moves may also have the ability to continue the combo after a ground slide, such as Base Vegeta's 214S command grab, but these moves are exceptions to the rule.<br />
<br />
Ground slides are usually used to both set up okizeme after a combo, as well as enable easy confirms into supers when attempting to kill the opponent's current character. Ground slides do not allow your opponent to combine the delay wakeup tech with any other tech options like they can do on a soft knockdown, so this type of knockdown is preferable when it is able to be achieved.<br />
<br />
==Attack Level==<br />
Each attack in the game does standardized amounts of hitstun, blockstun, etc. depending on their Attack Level. Note that some moves override these default values, which will be noted in the frame data. In addition to these exceptions, some attacks knock the enemy into the air, wallbounce, etc. As a general rule attacks with the same Attack Level share the same sound effects and graphical effects.<br />
{| class="wikitable" border="1" style="text-align:center; margin: 1em auto 1em auto;"<br />
|-<br />
! <br />
! Lvl 0<br />
! Lvl 1<br />
! Lvl 2<br />
! Lvl 3<br />
! Lvl 4<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Hitstun (Ground Hit)]]<br />
| 14<br />
| 16<br />
| 18<br />
| 20<br />
| 22<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Untechable (Air Hit)]]<br />
| 14<br />
| 16<br />
| 18<br />
| 20<br />
| 22<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Blockstun (Ground)]]<br />
| 11<br />
| 11<br />
| 15<br />
| 15<br />
| 15<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Blockstun (Air)]]<br />
| 17<br />
| 17<br />
| 21<br />
| 21<br />
| 21<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Hitstop]]<br />
| 6<br />
| 8<br />
| 11<br />
| 14<br />
| 16<br />
|-<br />
|}<br />
<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Attack_Attributes&diff=106664DBFZ/Attack Attributes2019-01-17T18:46:57Z<p>42.113.252.224: /* Smash! j.H */</p>
<hr />
<div>==Attack Attributes==<br />
Each attack in the game has an attribute. Attributes are broken up in a few broad categories: '''strike''', '''projectile''', '''throw'''. These attributes interact with each other to trigger certain effects like invincibility and guard point.<br />
<br />
;Strike Attribute<br />
:Strike attributes are broken up into two groups: '''airborne''' and '''ground'''. As a rule of thumb, attacks performed while standing/crouching are ground, and jumping strikes are airborne, but there are exceptions.<br />
:Strike attacks are the most common in the game and can clash with each other.<br />
;Projectile Attribute<br />
:There are various types of projectiles in the game, but they can be broken up into 3 general levels of durability.<br />
:;Level 1 (Small Ki Blasts)<br />
::Most S Normal attacks fall into this category, but some specials do as well, such as Piccolo's Homing Energy Blast.<br />
::These can be [[DBFZ/Offense#Super Dash|Super Dashed]] through<br />
:;Level 2 (Beams)<br />
::Most special attack projectiles fall into this category, like Goku's Kamehameha, Gohan's Masenko, and Tien's Dodon Ray<br />
::These will go through projectiles of lower level without losing any hits<br />
::Level 2 projectiles can not be Super Dashed through<br />
:;Level 3 (Super Beams)<br />
::Most super attack projectiles fall into this category, like Goku's Super Kamehameha, Vegeta's Big Bang Attack, and Trunks' Burning Attack<br />
::These will go through projectiles of lower level without losing any hits<br />
::Level 3 projectiles can not be Super Dashed through<br />
;Throw Attribute<br />
:Throws cannot be blocked or Z Reflected, but they will not work against opponents who are in blockstun.<br />
===Attribute Invincibility===<br />
Some moves are invulnerable or automatically guard against certain attributes during certain times. For example, most 2H attacks have invincibility against airborne strikes starting from frame 4 through all the active frames. <br />
<br />
Other moves automatically guard against attacks with certain attributes, such as Super Dash and Trunks' Change the Future guarding against Level 1 Projectiles and Nappa's Too Bad guarding against strikes, or armor through against attacks with certain attributes, such as Android 16's 5H absorbing attacks that can be blocked high.<br />
<br />
These properties will be listed in the frame data as they are discovered.<br />
<br />
==Counter Hit==<br />
A Counter Hit occurs when you hit an opponent out of the startup of their attack. On hit, both the attacker and defender suffer additional [[Notation#Frame Data Related Terms|hitstop]] so generally, there is no additional benefit to counter hits compared to normal hits. However when counter hit by a projectile, this additional hitstop does not apply to the attacker - only the defender and the projectile suffer additional hitstop, giving the attacker a little bit of extra time to land a hit and start a combo.<br />
<br />
==Hitting Two Opponents With the Same Attack==<br />
[[File:DBFZ_HittingTwice.png|thumb|250px|Yamcha and Krillin getting hit by Cell's 5M]]<br />
One attack can hit multiple targets assuming they are within range. For example one attack can hit BOTH the opponent and an assist.<br />
<br />
Normally, when an attack touches the opponent, the remaining active frames are converted into recovery frames. However, if there is a second hittable character, then the remaining active frames can still hit him!<br />
<br />
This leads to visually strange situations like Cell's 2M (the slide) hitting Nappa's Saibaman, then a moment later, Nappa gets hit by the remaining active frames of the slide. <br />
<br />
This also applies to projectiles like Goku's Kamehameha and Piccolo's Homing Energy Blast, but the later case is more difficult to take advantage of since the projectile will shatter the instant it touches an opponent.<br />
<br clear=all/><br />
<br />
==Hit Effects==<br />
===Smash!===<br />
A lot of moves in Dragon Ball FighterZ have a "Smash!" version, usually with stronger properties and higher damage. Not all of them will trigger the "Smash!" prompt, but the way to tell if a Smash move has been used is the short cinematic that plays out on hit.<br />
<br />
The condition to trigger the Smash version is different with every move. Some require an "upward Smash" to be used prior in the combo, some require ''no'' Smash moves to be used before, and some will always use its Smash, unless it has used up its own Smash in the combo. To an extend, cinematic Super moves might also be considered Smash moves as they can hit assists for different amount of damage than they would do otherwise, and most of them ''do'' "consume" the Smash of a combo.<br />
<br />
More information on this is described in the [[DBFZ/Damage#Combo_System|Combo System]] section, and on individual character pages.<br />
<br />
===Dynamic!===<br />
A worse version of Smash. Every character has a j.H that has this property. This version can be triggered by successfully landing a 5LLL, in a combo that hasn't used Smash!, then '''mash''' L to perform a Super Dash, followed by j.L, j.LL and j.H. Manually inputting Super Dash (H+S) won't work, manual j.M and j.H won't work, too much delay or attempting to do any other move and it won't work. Though calling Z-Assists is fine as long as L is still being mashed.<br />
<br />
A "Dynamic!" j.H will consume Smash and grant a [[DBFZ/Gauges#Dragon Balls|Dragon Ball]]. Most Dynamic j.H will hit the opponent to the ground into a soft knockdown and also have the ability to wall bounce. This can be put to use outside of the corner by tagging another character in right after j.H, which pulls the "wall" back, causing a wall bounce instead of a soft knockdown. The tagged in character can then continue the combo, this means the player can guarantee a Dragon Ball without sacrificing too much damage.<br />
<br />
===Smash! j.H===<br />
This is way more complicated than it should while also being a universal mechanic, so it deserves its own section.<br />
<br />
The conditions to get Smash! property for j.H (and some similar moves like some downward j.2H or SSVegeta j.214M), excluding 16's and j.H that doesn't have a Smash version like Piccolo's, are as follows:<br />
<br />
*In a combo that hasn't used Smash prior, during the hitstun of a 5LLL, 2H, upward j.2H or raw Dragon Rush, the opponent must be hit by any move that's not a ground normal. Though technically, these moves only have to be ''inputted'' during the hitstun, meaning the combo can turn invalid.<br />
<br />
*If you're grounded, you must leave the ground with anything BUT a normal jump (super jump). Meaning Super Dash, Trunks' Cyclone Jump, any form of teleportation, etc.<br />
<br />
*If you're airborne, you mustn't land. Though certain Special moves that teleport you around ending on the ground is still OK...<br />
<br />
*And finally, you must be at a certain height up. j.H will not Smash! if you're close to the ground, with the exception of Broly, who will dunk you no matter the height.<br />
<br />
If a combo meets all of these conditions, even if it becomes invalid at any point, it's guaranteed to get a sliding knockdown. <br />
<br />
What all of this means is that you can do things like Sparking! Cell 5LLL > the entirety of 214M > call Gotenks assist + empty Vanish > j.L > j.LL > Gotenks assist now hits > tag in Frieza > j.L > j.LL > j.2H into a sliding knockdown.<br />
<br />
===Anti-Air!===<br />
Moves with "Anti-Air!" property will have invulnerability against attacks with head property. If a head property attack passes through the character's body while they're doing an Anti-Air move, a blue bubble can be seen flashing out from them and the prompt "Anti-Air!" will show up.<br />
<br />
Not to be confused with the term anti-air, as some attacks without any invulnerability can also be used for anti-airing.<br />
<br />
All characters have 2H as their universal Anti-Air. As opposed to that, they also have universal head property attacks as j.L, j.M, j.H, Super Dash, and Vanish.<br />
<br />
It's not always obvious which attacks have head property. Most attacks performed in the air or moves that put the character in an airborne state have head property. However, the universal overhead, 6M, '''does not''' have head property, despite the characters physically jumping up. This quirk also applies to Supers, as Vegito's Omega Finishing Blow (a mid strike) has head property while Frieza's Nova Strike (an overhead) doesn't.<br />
<br />
The easiest way to test if a move has head property is simply try to 2H them. And the easiest way to test if a move has Anti-Air property is to try punishing a j.H.<br />
<br />
===Wall Bounce===<br />
Certain moves will cause the opponent to bounce off the edge of the screen when the opponent makes contact with it. This is known as a wall bounce, and it's generally used to extend combos. Every character's 5H, with the exception of Cooler's, causes a small wall bounce, so it's seen very often in play. Most of the time, normals and specials that can cause a wall bounce will only do so if the Smash! version is used. For example, as stated, almost all 5H moves will cause a wall bounce if they are the Smash! version, but will not cause a bounce if a Smash! is not triggered. However, there is no limit to how many times a wall bounce can be used in a combo. It's difficult to utilize the lack of a hard limit due to wall bounces generally being limited to the Smash! property, but it's certainly something to keep in mind.<br />
<br />
How the wall bounce behaves depends on what move is used. For example, Ginyu's medium Jersey Rush causes a wall bounce where the opponent hits the wall and simply falls down in place, while the heavy version causes them to hit the opposite wall and bounce aggressively back to midscreen. In this case, the medium version allows a wide variety of followups in the corner, but almost nothing without the help of assists when used midscreen, and vise versa for the heavy version.<br />
<br />
Hitstun and untechable time are not affected by wall bounces. That is to say, the total amount of time you have to continue a combo after a wall bounce does not change even if when the wall bounce happened does. Because of this, it's preferable to trigger most wall bounces as close to the corner as possible, as this allows the largest window to continue the combo after the bounce happens. At the same time, however, certain moves that cause a wall bounce do so at a low height, such as 5H, and thus your opponent will hit the ground after the bounce before they would be allowed to tech in the air. In cases like these, creating more space allows them to travel a bit before the wall bounce happens. This allows more of the move's untechable time to be utilized, which may allow for certain combos that previously were not possible.<br />
<br />
===Ground Bounce===<br />
While rare in DBFZ, certain moves have the ability to bounce your opponent off the ground, allowing for potential followups.<br />
<br />
Ground bounces function very similarly to wall bounces with a few key differences:<br />
* Most moves that have the ability to ground bounce do not have this feature tied to the Smash! property, with a handful of exceptions such as Cooler's 5H and Bardock's j236M.<br />
* Certain moves may only trigger a ground bounce under certain conditions, such as requiring the opponent to not be in a launched state, or only the first hit of a move causing the bounce.<br />
* Whenever a ground bounce is triggered, the current remaining untechable time of the move is reset to a standard value. This means that regardless of how high they fell before the bounce happened, they will always remain vulnerable after the bounce for the same amount of time, subject to hitstun decay.<br />
<br />
Ground bounces can allow for very powerful combos when used properly, mostly due to the final property in that list. Since the bounce has its own standardized untechable time, the total window to continue the combo becomes "duration of the bounce" + "how long they were falling," i.e. the higher they were when they were hit by the move that bounces, the more total untechable time they will experience. For example, Hit can launch his opponent high into the air with his 2H, then cancel into 236M stance and continue with LLL. The downwards strike of this stance move can ground bounce, and since the opponent was so high in the air, Hit has enough time to link a 5L before they can tech, which he normally cannot do if this move hits an opponent that's closer to the ground.<br />
<br />
Due to how rare ground bounces are, they have many interesting applications for the characters that can use them that are available to nobody else on the cast. If your character has one, finding a way to make use of it is generally a very good way to expand your routing options.<br />
<br />
===Launcher===<br />
Certain moves will launch your opponent into the air and allow for high altitude followup combos. Most notably, everyone's 2H anti air will allow for a followup combo in this way when the Smash! version is used. Other notable examples include Dragon Rush when not preformed during a combo, and the final hit of the light autocombo for certain characters.<br />
<br />
In the vast majority of cases, making use of a launcher will require the use of your Smash! property. However, moves may still launch even without a Smash!, though continuing the combo may not be possible without it. Every 2H functions this way, where it will still launch without a Smash!, but in most situations requires it to continue the combo with a Super Dash.<br />
<br />
Launchers are extremely common combo extenders, especially for characters that are able to do the standard magic series with a j2H launcher. In addition, launchers that consume the Smash! property may allow the character's jH to cause a sliding knockdown with a higher base damage, rather than the standard soft knockdown it usually causes. This is only the case for characters with a jH that causes a knockdown, however.<br />
<br />
===Ground Slide===<br />
A ground slide is a special state where your opponent enters knockdown but continues to slide along the ground for a short time, before they stop sliding and are able to tech. This state is usually caused by moves that can Smash! and also knock down, however in some rare cases a slide can occur without a Smash!, such as Frieza's disks when they return.<br />
<br />
During this slide, your opponent generally cannot be hit by any normal or special moves. They can, however, be hit by supers. Certain moves may also have the ability to continue the combo after a ground slide, such as Base Vegeta's 214S command grab, but these moves are exceptions to the rule.<br />
<br />
Ground slides are usually used to both set up okizeme after a combo, as well as enable easy confirms into supers when attempting to kill the opponent's current character. Ground slides do not allow your opponent to combine the delay wakeup tech with any other tech options like they can do on a soft knockdown, so this type of knockdown is preferable when it is able to be achieved.<br />
<br />
==Attack Level==<br />
Each attack in the game does standardized amounts of hitstun, blockstun, etc. depending on their Attack Level. Note that some moves override these default values, which will be noted in the frame data. In addition to these exceptions, some attacks knock the enemy into the air, wallbounce, etc. As a general rule attacks with the same Attack Level share the same sound effects and graphical effects.<br />
{| class="wikitable" border="1" style="text-align:center; margin: 1em auto 1em auto;"<br />
|-<br />
! <br />
! Lvl 0<br />
! Lvl 1<br />
! Lvl 2<br />
! Lvl 3<br />
! Lvl 4<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Hitstun (Ground Hit)]]<br />
| 14<br />
| 16<br />
| 18<br />
| 20<br />
| 22<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Untechable (Air Hit)]]<br />
| 14<br />
| 16<br />
| 18<br />
| 20<br />
| 22<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Blockstun (Ground)]]<br />
| 11<br />
| 11<br />
| 15<br />
| 15<br />
| 15<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Blockstun (Air)]]<br />
| 17<br />
| 17<br />
| 21<br />
| 21<br />
| 21<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Hitstop]]<br />
| 6<br />
| 8<br />
| 11<br />
| 14<br />
| 16<br />
|-<br />
|}<br />
<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Attack_Attributes&diff=106658DBFZ/Attack Attributes2019-01-16T18:20:25Z<p>42.113.252.224: /* Dynamic! */</p>
<hr />
<div>==Attack Attributes==<br />
Each attack in the game has an attribute. Attributes are broken up in a few broad categories: '''strike''', '''projectile''', '''throw'''. These attributes interact with each other to trigger certain effects like invincibility and guard point.<br />
<br />
;Strike Attribute<br />
:Strike attributes are broken up into two groups: '''airborne''' and '''ground'''. As a rule of thumb, attacks performed while standing/crouching are ground, and jumping strikes are airborne, but there are exceptions.<br />
:Strike attacks are the most common in the game and can clash with each other.<br />
;Projectile Attribute<br />
:There are various types of projectiles in the game, but they can be broken up into 3 general levels of durability.<br />
:;Level 1 (Small Ki Blasts)<br />
::Most S Normal attacks fall into this category, but some specials do as well, such as Piccolo's Homing Energy Blast.<br />
::These can be [[DBFZ/Offense#Super Dash|Super Dashed]] through<br />
:;Level 2 (Beams)<br />
::Most special attack projectiles fall into this category, like Goku's Kamehameha, Gohan's Masenko, and Tien's Dodon Ray<br />
::These will go through projectiles of lower level without losing any hits<br />
::Level 2 projectiles can not be Super Dashed through<br />
:;Level 3 (Super Beams)<br />
::Most super attack projectiles fall into this category, like Goku's Super Kamehameha, Vegeta's Big Bang Attack, and Trunks' Burning Attack<br />
::These will go through projectiles of lower level without losing any hits<br />
::Level 3 projectiles can not be Super Dashed through<br />
;Throw Attribute<br />
:Throws cannot be blocked or Z Reflected, but they will not work against opponents who are in blockstun.<br />
===Attribute Invincibility===<br />
Some moves are invulnerable or automatically guard against certain attributes during certain times. For example, most 2H attacks have invincibility against airborne strikes starting from frame 4 through all the active frames. <br />
<br />
Other moves automatically guard against attacks with certain attributes, such as Super Dash and Trunks' Change the Future guarding against Level 1 Projectiles and Nappa's Too Bad guarding against strikes, or armor through against attacks with certain attributes, such as Android 16's 5H absorbing attacks that can be blocked high.<br />
<br />
These properties will be listed in the frame data as they are discovered.<br />
<br />
==Counter Hit==<br />
A Counter Hit occurs when you hit an opponent out of the startup of their attack. On hit, both the attacker and defender suffer additional [[Notation#Frame Data Related Terms|hitstop]] so generally, there is no additional benefit to counter hits compared to normal hits. However when counter hit by a projectile, this additional hitstop does not apply to the attacker - only the defender and the projectile suffer additional hitstop, giving the attacker a little bit of extra time to land a hit and start a combo.<br />
<br />
==Hitting Two Opponents With the Same Attack==<br />
[[File:DBFZ_HittingTwice.png|thumb|250px|Yamcha and Krillin getting hit by Cell's 5M]]<br />
One attack can hit multiple targets assuming they are within range. For example one attack can hit BOTH the opponent and an assist.<br />
<br />
Normally, when an attack touches the opponent, the remaining active frames are converted into recovery frames. However, if there is a second hittable character, then the remaining active frames can still hit him!<br />
<br />
This leads to visually strange situations like Cell's 2M (the slide) hitting Nappa's Saibaman, then a moment later, Nappa gets hit by the remaining active frames of the slide. <br />
<br />
This also applies to projectiles like Goku's Kamehameha and Piccolo's Homing Energy Blast, but the later case is more difficult to take advantage of since the projectile will shatter the instant it touches an opponent.<br />
<br clear=all/><br />
<br />
==Hit Effects==<br />
===Smash!===<br />
A lot of moves in Dragon Ball FighterZ have a "Smash!" version, usually with stronger properties and higher damage. Not all of them will trigger the "Smash!" prompt, but the way to tell if a Smash move has been used is the short cinematic that plays out on hit.<br />
<br />
The condition to trigger the Smash version is different with every move. Some require an "upward Smash" to be used prior in the combo, some require ''no'' Smash moves to be used before, and some will always use its Smash, unless it has used up its own Smash in the combo. To an extend, cinematic Super moves might also be considered Smash moves as they can hit assists for different amount of damage than they would do otherwise, and most of them ''do'' "consume" the Smash of a combo.<br />
<br />
More information on this is described in the [[DBFZ/Damage#Combo_System|Combo System]] section, and on individual character pages.<br />
<br />
===Dynamic!===<br />
A worse version of Smash. Every character has a j.H that has this property. This version can be triggered by successfully landing a 5LLL, in a combo that hasn't used Smash!, then '''mash''' L to perform a Super Dash, followed by j.L, j.M and j.H. Manually inputting Super Dash (H+S) won't work, manual j.M and j.H won't work, too much delay or attempting to do any other move and it won't work.<br />
<br />
A "Dynamic!" j.H will consume Smash and grant a Dragon Ball. More information on this is described in the [[DBFZ/Gauges#Dragon Balls|Dragon Balls]] section.<br />
<br />
Most Dynamic j.H that hit the opponent to the ground into a soft knockdown also have the ability to wall bounce. This can be put to use outside of the corner by tagging another character in right after j.H, which pulls the "wall" back, causing a wall bounce instead of a soft knockdown. The tagged in character can then continue the combo, this means the player can guarantee a Dragon Ball without sacrificing too much damage.<br />
<br />
===Anti-Air!===<br />
Moves with "Anti-Air!" property will have invulnerability against attacks with head property. If a head property attack passes through the character's body while they're doing an Anti-Air move, a blue bubble can be seen flashing out from them and the prompt "Anti-Air!" will show up.<br />
<br />
Not to be confused with the term anti-air, as some attacks without any invulnerability can also be used for anti-airing.<br />
<br />
All characters have 2H as their universal Anti-Air. As opposed to that, they also have universal head property attacks as j.L, j.M, j.H, Super Dash, and Vanish.<br />
<br />
It's not always obvious which attacks have head property. Most attacks performed in the air or moves that put the character in an airborne state have head property. However, the universal overhead, 6M, '''does not''' have head property, despite the characters physically jumping up. This quirk also applies to Supers, as Vegito's Omega Finishing Blow (a mid strike) has head property while Frieza's Nova Strike (an overhead) doesn't.<br />
<br />
The easiest way to test if a move has head property is simply try to 2H them. And the easiest way to test if a move has Anti-Air property is to try punishing a j.H.<br />
<br />
===Wall Bounce===<br />
Certain moves will cause the opponent to bounce off the edge of the screen when the opponent makes contact with it. This is known as a wall bounce, and it's generally used to extend combos. Every character's 5H, with the exception of Cooler's, causes a small wall bounce, so it's seen very often in play. Most of the time, normals and specials that can cause a wall bounce will only do so if the Smash! version is used. For example, as stated, almost all 5H moves will cause a wall bounce if they are the Smash! version, but will not cause a bounce if a Smash! is not triggered. However, there is no limit to how many times a wall bounce can be used in a combo. It's difficult to utilize the lack of a hard limit due to wall bounces generally being limited to the Smash! property, but it's certainly something to keep in mind.<br />
<br />
How the wall bounce behaves depends on what move is used. For example, Ginyu's medium Jersey Rush causes a wall bounce where the opponent hits the wall and simply falls down in place, while the heavy version causes them to hit the opposite wall and bounce aggressively back to midscreen. In this case, the medium version allows a wide variety of followups in the corner, but almost nothing without the help of assists when used midscreen, and vise versa for the heavy version.<br />
<br />
Hitstun and untechable time are not affected by wall bounces. That is to say, the total amount of time you have to continue a combo after a wall bounce does not change even if when the wall bounce happened does. Because of this, it's preferable to trigger most wall bounces as close to the corner as possible, as this allows the largest window to continue the combo after the bounce happens. At the same time, however, certain moves that cause a wall bounce do so at a low height, such as 5H, and thus your opponent will hit the ground after the bounce before they would be allowed to tech in the air. In cases like these, creating more space allows them to travel a bit before the wall bounce happens. This allows more of the move's untechable time to be utilized, which may allow for certain combos that previously were not possible.<br />
<br />
===Ground Bounce===<br />
While rare in DBFZ, certain moves have the ability to bounce your opponent off the ground, allowing for potential followups.<br />
<br />
Ground bounces function very similarly to wall bounces with a few key differences:<br />
* Most moves that have the ability to ground bounce do not have this feature tied to the Smash! property, with a handful of exceptions such as Cooler's 5H and Bardock's j236M.<br />
* Certain moves may only trigger a ground bounce under certain conditions, such as requiring the opponent to not be in a launched state, or only the first hit of a move causing the bounce.<br />
* Whenever a ground bounce is triggered, the current remaining untechable time of the move is reset to a standard value. This means that regardless of how high they fell before the bounce happened, they will always remain vulnerable after the bounce for the same amount of time, subject to hitstun decay.<br />
<br />
Ground bounces can allow for very powerful combos when used properly, mostly due to the final property in that list. Since the bounce has its own standardized untechable time, the total window to continue the combo becomes "duration of the bounce" + "how long they were falling," i.e. the higher they were when they were hit by the move that bounces, the more total untechable time they will experience. For example, Hit can launch his opponent high into the air with his 2H, then cancel into 236M stance and continue with LLL. The downwards strike of this stance move can ground bounce, and since the opponent was so high in the air, Hit has enough time to link a 5L before they can tech, which he normally cannot do if this move hits an opponent that's closer to the ground.<br />
<br />
Due to how rare ground bounces are, they have many interesting applications for the characters that can use them that are available to nobody else on the cast. If your character has one, finding a way to make use of it is generally a very good way to expand your routing options.<br />
<br />
===Launcher===<br />
Certain moves will launch your opponent into the air and allow for high altitude followup combos. Most notably, everyone's 2H anti air will allow for a followup combo in this way when the Smash! version is used. Other notable examples include Dragon Rush when not preformed during a combo, and the final hit of the light autocombo for certain characters. <br />
<br />
In the vast majority of cases, making use of a launcher will require the use of your Smash! property. However, moves may still launch even without a Smash!, though continuing the combo may not be possible without it. Every 2H functions this way, where it will still launch without a Smash!, but in most situations requires it to continue the combo with a Super Dash.<br />
<br />
Launchers are extremely common combo extenders, especially for characters that are able to do the standard magic series with a j2H launcher. In addition, launchers that consume the Smash! property may allow the character's jH to cause a sliding knockdown with a higher base damage, rather than the standard soft knockdown it usually causes. This is only the case for characters with a jH that causes a knockdown, however.<br />
<br />
===Ground Slide===<br />
A ground slide is a special state where your opponent enters knockdown but continues to slide along the ground for a short time, before they stop sliding and are able to tech. This state is usually caused by moves that can Smash! and also knock down, however in some rare cases a slide can occur without a Smash!, such as Frieza's disks when they return. <br />
<br />
During this slide, your opponent generally cannot be hit by any normal or special moves. They can, however, be hit by supers. Certain moves may also have the ability to continue the combo after a ground slide, such as Base Vegeta's 214S command grab, but these moves are exceptions to the rule.<br />
<br />
Ground slides are usually used to both set up okizeme after a combo, as well as enable easy confirms into supers when attempting to kill the opponent's current character. Ground slides do not allow your opponent to combine the delay wakeup tech with any other tech options like they can do on a soft knockdown, so this type of knockdown is preferable when it is able to be achieved.<br />
<br />
==Attack Level==<br />
Each attack in the game does standardized amounts of hitstun, blockstun, etc. depending on their Attack Level. Note that some moves override these default values, which will be noted in the frame data. In addition to these exceptions, some attacks knock the enemy into the air, wallbounce, etc. As a general rule attacks with the same Attack Level share the same sound effects and graphical effects.<br />
{| class="wikitable" border="1" style="text-align:center; margin: 1em auto 1em auto;"<br />
|-<br />
! <br />
! Lvl 0<br />
! Lvl 1<br />
! Lvl 2<br />
! Lvl 3<br />
! Lvl 4<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Hitstun (Ground Hit)]]<br />
| 14<br />
| 16<br />
| 18<br />
| 20<br />
| 22<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Untechable (Air Hit)]]<br />
| 14<br />
| 16<br />
| 18<br />
| 20<br />
| 22<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Blockstun (Ground)]]<br />
| 11<br />
| 11<br />
| 15<br />
| 15<br />
| 15<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Blockstun (Air)]]<br />
| 17<br />
| 17<br />
| 21<br />
| 21<br />
| 21<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Hitstop]]<br />
| 6<br />
| 8<br />
| 11<br />
| 14<br />
| 16<br />
|-<br />
|}<br />
<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Attack_Attributes&diff=106657DBFZ/Attack Attributes2019-01-16T18:16:37Z<p>42.113.252.224: /* Dynamic! */</p>
<hr />
<div>==Attack Attributes==<br />
Each attack in the game has an attribute. Attributes are broken up in a few broad categories: '''strike''', '''projectile''', '''throw'''. These attributes interact with each other to trigger certain effects like invincibility and guard point.<br />
<br />
;Strike Attribute<br />
:Strike attributes are broken up into two groups: '''airborne''' and '''ground'''. As a rule of thumb, attacks performed while standing/crouching are ground, and jumping strikes are airborne, but there are exceptions.<br />
:Strike attacks are the most common in the game and can clash with each other.<br />
;Projectile Attribute<br />
:There are various types of projectiles in the game, but they can be broken up into 3 general levels of durability.<br />
:;Level 1 (Small Ki Blasts)<br />
::Most S Normal attacks fall into this category, but some specials do as well, such as Piccolo's Homing Energy Blast.<br />
::These can be [[DBFZ/Offense#Super Dash|Super Dashed]] through<br />
:;Level 2 (Beams)<br />
::Most special attack projectiles fall into this category, like Goku's Kamehameha, Gohan's Masenko, and Tien's Dodon Ray<br />
::These will go through projectiles of lower level without losing any hits<br />
::Level 2 projectiles can not be Super Dashed through<br />
:;Level 3 (Super Beams)<br />
::Most super attack projectiles fall into this category, like Goku's Super Kamehameha, Vegeta's Big Bang Attack, and Trunks' Burning Attack<br />
::These will go through projectiles of lower level without losing any hits<br />
::Level 3 projectiles can not be Super Dashed through<br />
;Throw Attribute<br />
:Throws cannot be blocked or Z Reflected, but they will not work against opponents who are in blockstun.<br />
===Attribute Invincibility===<br />
Some moves are invulnerable or automatically guard against certain attributes during certain times. For example, most 2H attacks have invincibility against airborne strikes starting from frame 4 through all the active frames. <br />
<br />
Other moves automatically guard against attacks with certain attributes, such as Super Dash and Trunks' Change the Future guarding against Level 1 Projectiles and Nappa's Too Bad guarding against strikes, or armor through against attacks with certain attributes, such as Android 16's 5H absorbing attacks that can be blocked high.<br />
<br />
These properties will be listed in the frame data as they are discovered.<br />
<br />
==Counter Hit==<br />
A Counter Hit occurs when you hit an opponent out of the startup of their attack. On hit, both the attacker and defender suffer additional [[Notation#Frame Data Related Terms|hitstop]] so generally, there is no additional benefit to counter hits compared to normal hits. However when counter hit by a projectile, this additional hitstop does not apply to the attacker - only the defender and the projectile suffer additional hitstop, giving the attacker a little bit of extra time to land a hit and start a combo.<br />
<br />
==Hitting Two Opponents With the Same Attack==<br />
[[File:DBFZ_HittingTwice.png|thumb|250px|Yamcha and Krillin getting hit by Cell's 5M]]<br />
One attack can hit multiple targets assuming they are within range. For example one attack can hit BOTH the opponent and an assist.<br />
<br />
Normally, when an attack touches the opponent, the remaining active frames are converted into recovery frames. However, if there is a second hittable character, then the remaining active frames can still hit him!<br />
<br />
This leads to visually strange situations like Cell's 2M (the slide) hitting Nappa's Saibaman, then a moment later, Nappa gets hit by the remaining active frames of the slide. <br />
<br />
This also applies to projectiles like Goku's Kamehameha and Piccolo's Homing Energy Blast, but the later case is more difficult to take advantage of since the projectile will shatter the instant it touches an opponent.<br />
<br clear=all/><br />
<br />
==Hit Effects==<br />
===Smash!===<br />
A lot of moves in Dragon Ball FighterZ have a "Smash!" version, usually with stronger properties and higher damage. Not all of them will trigger the "Smash!" prompt, but the way to tell if a Smash move has been used is the short cinematic that plays out on hit.<br />
<br />
The condition to trigger the Smash version is different with every move. Some require an "upward Smash" to be used prior in the combo, some require ''no'' Smash moves to be used before, and some will always use its Smash, unless it has used up its own Smash in the combo. To an extend, cinematic Super moves might also be considered Smash moves as they can hit assists for different amount of damage than they would do otherwise, and most of them ''do'' "consume" the Smash of a combo.<br />
<br />
More information on this is described in the [[DBFZ/Damage#Combo_System|Combo System]] section, and on individual character pages.<br />
<br />
===Dynamic!===<br />
A worse version of Smash. Every character has a j.H that has this property. This version can be triggered by successfully landing a 5LLL, in a combo that hasn't used Smash!, then '''mash''' L to perform a Super Dash, followed by j.L, j.M and j.H. Manually inputting Super Dash (H+S) won't work, manual j.M and j.H won't work, too much delay or attempting to do any other move and it won't work.<br />
<br />
A "Dynamic!" j.H will consume Smash and hit the opponent to the ground into a soft knockdown, regardless of what a normal j.H would do. With the exception of Yamcha's knocking the opponent sideways into a small wall bounce, and 16's giving a huge wall bounce that can be followed up. Dynamic j.H also gives the player a Dragon Ball. More information on this is described in the [[DBFZ/Gauges#Dragon Balls|Dragon Balls]] section.<br />
<br />
Most Dynamic j.H beside Yamcha and 16 still do have the ability to wall bounce. This can be put to use outside of the corner by tagging another character in right after j.H, which pulls the "wall" back, causing a wall bounce instead of a soft knockdown. The tagged in character can then continue the combo, this means the player can guarantee a Dragon Ball without sacrificing too much damage.<br />
<br />
===Anti-Air!===<br />
Moves with "Anti-Air!" property will have invulnerability against attacks with head property. If a head property attack passes through the character's body while they're doing an Anti-Air move, a blue bubble can be seen flashing out from them and the prompt "Anti-Air!" will show up.<br />
<br />
Not to be confused with the term anti-air, as some attacks without any invulnerability can also be used for anti-airing.<br />
<br />
All characters have 2H as their universal Anti-Air. As opposed to that, they also have universal head property attacks as j.L, j.M, j.H, Super Dash, and Vanish.<br />
<br />
It's not always obvious which attacks have head property. Most attacks performed in the air or moves that put the character in an airborne state have head property. However, the universal overhead, 6M, '''does not''' have head property, despite the characters physically jumping up. This quirk also applies to Supers, as Vegito's Omega Finishing Blow (a mid strike) has head property while Frieza's Nova Strike (an overhead) doesn't.<br />
<br />
The easiest way to test if a move has head property is simply try to 2H them. And the easiest way to test if a move has Anti-Air property is to try punishing a j.H.<br />
<br />
===Wall Bounce===<br />
Certain moves will cause the opponent to bounce off the edge of the screen when the opponent makes contact with it. This is known as a wall bounce, and it's generally used to extend combos. Every character's 5H, with the exception of Cooler's, causes a small wall bounce, so it's seen very often in play. Most of the time, normals and specials that can cause a wall bounce will only do so if the Smash! version is used. For example, as stated, almost all 5H moves will cause a wall bounce if they are the Smash! version, but will not cause a bounce if a Smash! is not triggered. However, there is no limit to how many times a wall bounce can be used in a combo. It's difficult to utilize the lack of a hard limit due to wall bounces generally being limited to the Smash! property, but it's certainly something to keep in mind.<br />
<br />
How the wall bounce behaves depends on what move is used. For example, Ginyu's medium Jersey Rush causes a wall bounce where the opponent hits the wall and simply falls down in place, while the heavy version causes them to hit the opposite wall and bounce aggressively back to midscreen. In this case, the medium version allows a wide variety of followups in the corner, but almost nothing without the help of assists when used midscreen, and vise versa for the heavy version.<br />
<br />
Hitstun and untechable time are not affected by wall bounces. That is to say, the total amount of time you have to continue a combo after a wall bounce does not change even if when the wall bounce happened does. Because of this, it's preferable to trigger most wall bounces as close to the corner as possible, as this allows the largest window to continue the combo after the bounce happens. At the same time, however, certain moves that cause a wall bounce do so at a low height, such as 5H, and thus your opponent will hit the ground after the bounce before they would be allowed to tech in the air. In cases like these, creating more space allows them to travel a bit before the wall bounce happens. This allows more of the move's untechable time to be utilized, which may allow for certain combos that previously were not possible.<br />
<br />
===Ground Bounce===<br />
While rare in DBFZ, certain moves have the ability to bounce your opponent off the ground, allowing for potential followups.<br />
<br />
Ground bounces function very similarly to wall bounces with a few key differences:<br />
* Most moves that have the ability to ground bounce do not have this feature tied to the Smash! property, with a handful of exceptions such as Cooler's 5H and Bardock's j236M.<br />
* Certain moves may only trigger a ground bounce under certain conditions, such as requiring the opponent to not be in a launched state, or only the first hit of a move causing the bounce.<br />
* Whenever a ground bounce is triggered, the current remaining untechable time of the move is reset to a standard value. This means that regardless of how high they fell before the bounce happened, they will always remain vulnerable after the bounce for the same amount of time, subject to hitstun decay.<br />
<br />
Ground bounces can allow for very powerful combos when used properly, mostly due to the final property in that list. Since the bounce has its own standardized untechable time, the total window to continue the combo becomes "duration of the bounce" + "how long they were falling," i.e. the higher they were when they were hit by the move that bounces, the more total untechable time they will experience. For example, Hit can launch his opponent high into the air with his 2H, then cancel into 236M stance and continue with LLL. The downwards strike of this stance move can ground bounce, and since the opponent was so high in the air, Hit has enough time to link a 5L before they can tech, which he normally cannot do if this move hits an opponent that's closer to the ground.<br />
<br />
Due to how rare ground bounces are, they have many interesting applications for the characters that can use them that are available to nobody else on the cast. If your character has one, finding a way to make use of it is generally a very good way to expand your routing options.<br />
<br />
===Launcher===<br />
Certain moves will launch your opponent into the air and allow for high altitude followup combos. Most notably, everyone's 2H anti air will allow for a followup combo in this way when the Smash! version is used. Other notable examples include Dragon Rush when not preformed during a combo, and the final hit of the light autocombo for certain characters. <br />
<br />
In the vast majority of cases, making use of a launcher will require the use of your Smash! property. However, moves may still launch even without a Smash!, though continuing the combo may not be possible without it. Every 2H functions this way, where it will still launch without a Smash!, but in most situations requires it to continue the combo with a Super Dash.<br />
<br />
Launchers are extremely common combo extenders, especially for characters that are able to do the standard magic series with a j2H launcher. In addition, launchers that consume the Smash! property may allow the character's jH to cause a sliding knockdown with a higher base damage, rather than the standard soft knockdown it usually causes. This is only the case for characters with a jH that causes a knockdown, however.<br />
<br />
===Ground Slide===<br />
A ground slide is a special state where your opponent enters knockdown but continues to slide along the ground for a short time, before they stop sliding and are able to tech. This state is usually caused by moves that can Smash! and also knock down, however in some rare cases a slide can occur without a Smash!, such as Frieza's disks when they return. <br />
<br />
During this slide, your opponent generally cannot be hit by any normal or special moves. They can, however, be hit by supers. Certain moves may also have the ability to continue the combo after a ground slide, such as Base Vegeta's 214S command grab, but these moves are exceptions to the rule.<br />
<br />
Ground slides are usually used to both set up okizeme after a combo, as well as enable easy confirms into supers when attempting to kill the opponent's current character. Ground slides do not allow your opponent to combine the delay wakeup tech with any other tech options like they can do on a soft knockdown, so this type of knockdown is preferable when it is able to be achieved.<br />
<br />
==Attack Level==<br />
Each attack in the game does standardized amounts of hitstun, blockstun, etc. depending on their Attack Level. Note that some moves override these default values, which will be noted in the frame data. In addition to these exceptions, some attacks knock the enemy into the air, wallbounce, etc. As a general rule attacks with the same Attack Level share the same sound effects and graphical effects.<br />
{| class="wikitable" border="1" style="text-align:center; margin: 1em auto 1em auto;"<br />
|-<br />
! <br />
! Lvl 0<br />
! Lvl 1<br />
! Lvl 2<br />
! Lvl 3<br />
! Lvl 4<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Hitstun (Ground Hit)]]<br />
| 14<br />
| 16<br />
| 18<br />
| 20<br />
| 22<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Untechable (Air Hit)]]<br />
| 14<br />
| 16<br />
| 18<br />
| 20<br />
| 22<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Blockstun (Ground)]]<br />
| 11<br />
| 11<br />
| 15<br />
| 15<br />
| 15<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Blockstun (Air)]]<br />
| 17<br />
| 17<br />
| 21<br />
| 21<br />
| 21<br />
|-<br />
! [[Notation#Frame_Data_Related_Terms|Hitstop]]<br />
| 6<br />
| 8<br />
| 11<br />
| 14<br />
| 16<br />
|-<br />
|}<br />
<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku_Black&diff=106598DBFZ/Goku Black2019-01-15T16:53:31Z<p>42.113.252.224: /* Fierce God Kick */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku Black<br />
|-<br />
||<br />
[[File:DBFZ_GokuBlack_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|GokuBlack}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Zamasu, a Supreme Kai-in-training from Universe 10, takes it upon himself to purge mortals in his misguided effort to protect the multiverse. As part of this plan, he uses the Super Dragon Balls to switch bodies with Goku, using the Saiyan hero's immense power, combined with his own godly abilities, to carry out the genocide of all mortals as the dark savior, "Goku Black". In an effort to surpass and mock the Saiyan warriors, he developed his own transformation, Super Saiyan Rosé, a pink variation of the Super Saiyan God Super Saiyan transformation.<br />
<br />
In ''Dragon Ball FighterZ'', Goku Black possesses a similar gameplan to that of Super Saiyan Goku, albeit with a larger emphasis on long-ranged attacks and mixups. He can enlist the aid of Future Zamasu to pin opponents down with a unique variant of his Kamehameha.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Simple core gameplan and very low execution BnBs, which are generally universal.<br />
* Boasts some of the best neutral game options among the entire cast. God Slicer and Fierce God Kick are excellent, noncommittal approach options while also having access to a standard beam and long range normals.<br />
* With meter, he has access to the best corner carry in the game. Can send opponents to the corner from nearly anywhere.<br />
* Versatile supers. Holy Light Grenade has decent utility and is loopable while God Slicer Dance can be used to finish enemies thanks to the buffed damage.<br />
* One of the best assists in the game, which can be used to extend combos or to pressure opponents.<br />
| style="width: 50%;"|<br />
* Fairly simple to deal with if the enemy is familiar with the matchup.<br />
* Only low is 2M, which hurts his mixup game.<br />
* Somewhat slow startup and recovery on some of his moves.<br />
* NEEDS assists in order to make his pressure safe. By himself, he struggles to open up opponents with competent defense.<br />
* Little to no defensive options. His only reversal is very expensive, generally making it risky to use.<br />
|-<br />
|}<br />
{{CharLinks-DBFZ|GokuBlack}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_5L.png |caption=Because, Vegeta,<br />
|image2=DBFZ_GokuBlack_5LL.png |caption2=a rose by any other name<br />
|image3=DBFZ_GokuBlack_5LLL.png |caption3=is still Goku.<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -2<br />
|description=<br />
* Cancels into 5LL or itself, even on whiff.<br />
<br />
An open-palm stab. A fair bit longer than most other standing jabs and can hit crouching opponents. Has much better reach and cancel options than 2L.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Cancels into 5LL, even on whiff.<br />
* Autocorrects on side-switch.<br />
* Has the damage and scaling of a Medium.<br />
<br />
A side kick. Moves Goku Black forward a good distance and has great range. The outer part of his leg does not have a hurtbox but does have a hitbox, giving a fantastic amount of disjoint. Will almost always connect after 5L, even if it hit the opponent at an awkward angle. Additionally, 5L's speed and ability to cancel into this on whiff makes this a powerful button in neutral. 5LL is also one of Goku Black's best combo starters as it has fantastic cancel options and scaling.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Consumes Goku Black's Smash on hit.<br />
* Always results in a Smash, regardless of whether or not Smash has been used up in a combo.<br />
* Pressing Light on hit will result in a Super Dash.<br />
* Completing the air autocombo immediately after this move will result in a Dynamic hit.<br />
* Autocorrects on side-switch.<br />
<br />
Rising strike using Goku Black's signature Ki technique, God Slicer, that causes the ground to erupt with Ki. Both the blade and the Ki eruption have a hitbox, granting the move both extreme range and active frames. Often sees use in extended combos such as continuing a combo after Vanish or certain optimal corner routes.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_5M.png |caption= Yo, check out this cool ring I got. Makes me immune to plot holes.<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 10|active= |recovery= |frameAdv=<br />
|description=<br />
* Jump cancelable on hit.<br />
A gut punch that moves Goku Black forward. As basic as a 5M can get, though it is still important for extending combos without expending Black's Smash through a jump cancel. Use 5LL instead if possible.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_5H.png |caption= Subarashii.....<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=<br />
|description=<br />
* Consumes Goku Black's Smash on hit.<br />
* Wall bounces if Smash is available.<br />
* Pressing Heavy on hit will result in a Super Dash.<br />
* Can deflect Ki blasts.<br />
A downward slash with a God Slicer that moves Goku Black forward. Has massive range both horizontally and vertically, giving Black an attack that can easily punish poor spacing. It can blow through all sorts of attacks thanks to the God Slicer's massive disjoint and ki blast deflection. In combos, it can be followed up with Super Dash mid-screen for good corner carry or it can be looped in the corner with the use of assists for big damage.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_5S.png |caption= "Is it not beautiful?"<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [600] |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is the projectile.<br />
* The blade hitbox lacks any proration.<br />
* The blade deflects ki blasts, the projectile clashes with ki blasts.<br />
* The ki blast won't come out if the blade hits something.<br />
<br />
Goku Black slashes the air with his God Slicer, releasing a Ki blast that travels slowly at first but picks up speed rapidly. Slightly negative on block if the blade connects but the ki wave deals a large amount of blockstun, leaving Black positive even up close. This move's ability to deflect ki blasts and retaliate with a ki blast of his own allows Black to shut down any zoning done with low durability projectiles. Though the ki blast does less damage than the blade, the absence of poration on it makes it fantastic for boosting a combo's damage.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=All<br />
|startup= 8|active= |recovery= |frameAdv=<br />
|description=<br />
* Cancels into 5L.<br />
<br />
Basic crouch jab that does not hit low, though it has a deceptively large hitbox. While it has better range than 5L, it has worse frame data and cancel options. At max range, 2L won't combo into 5L, making it impossible to combo into 5LL which hurts the damage of any combo that this scenario starts. Use 5L instead whenever possible.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Leg sweep that hits low. <br />
* Noted for being Goku Black's only low move. <br />
* Moves him forward slightly giving it more reach than expected.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_2H.png |caption= This is the 2H of a God!<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 18|active= |recovery= |frameAdv=<br />
|description=<br />
* Upward slash with God Slicer.<br />
* Has anti air properties and keeps Goku Black grounded, allowing cancels into multiple options.<br />
* Infamous for having an extremely good hitbox.<br />
* Also moves Goku Black forward.<br />
* Can deflect Ki blasts.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_6M.png |caption= Why it's orange we may never know.<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv=<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Aerial chop. <br />
* Great air to air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 9|active= |recovery= |frameAdv=<br />
|description=<br />
* Aerial side kick. <br />
* Alright as a jump-in attack but mostly serves as combo filler.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_jH.png |caption= Goku is the new Black.<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Downward flip kick.<br />
* Great jump-in normal and starter.<br />
* Shares the same animation as 6M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_jS.png |caption= 50 Shades of Akuma<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Standard Ki blast that is angled somewhat downward.<br />
* Mostly used in combos, but good to throw out in neutral on occasion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_j2H.png |caption=Legs.<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Upward split kick.<br />
* Useful for extending combos by launching enemies further up and can also be used to hit opponents above.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">God Slicer</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_GodSlicer.png |caption=To the corner with you!<br />
|input=236L/M/H (Air OK)<br />
|name=God Slicer<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=250, 800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Goku Black fires a Ki blast ahead while rushing forward and then follows up with an Ki-empowered stab.<br />
* All versions of this move puts Goku Black airborne immediately. <br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=250*4, 800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab.<br />
* Causes a sliding knockdown.<br />
* Has superb corner carry if it lands on the opponent while in midscreen.<br />
* Can only be comboed into while in the corner due to slower start up unless used after a Vanish.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=250*4, 800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar of meter.<br />
* Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab.<br />
* Has all the advantages of the Medium version combined with the speed of the Light version.<br />
----<br />
A staple of Goku Black's combos. Generally comboed into from j.S during air combos. The Medium version of God Slicer is a great move for ending combos in the corner since it deals good damage and causes sliding knockdown, while the Heavy version of God Slicer is especially noteworthy for being one of the best EX Specials in the game since it allows Goku Black to corner carry and cause a sliding knockdown no matter the situation for only 1 bar of meter. Additionally, if Goku Black has his back against the corner, a simple combo into Vanish > M God Slicer will switch his position with the opponent while still giving a sliding knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Instant Transmission</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_InstantTransmission.png |caption= ''*teleports behind you*''<br />
|image2=DBFZ_GokuBlack_InstantTransmission2.png |caption2= Nothing personnel, kid.<br />
|input=214L/M/H<br />
|name=Instant Transmission<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Teleport to the air directly in front of the opponent.<br />
* Can be used instead of Super Dash to followup a successful 2H.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Teleport to the air slightly away from the front of the opponent.<br />
* Can be used after knockdowns for safejump pressure and to bait enemy anti-airs.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar of meter.<br />
* Teleport to the air directly behind the opponent.<br />
----<br />
One of Goku Black's main tools for opening up the opponent. Requires assists to be safe.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Fierce God Kick</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_FierceGodKick.png |caption=Straight From Heaven<br />
|input=j.214L/M/H<br />
|name=Fierce God Kick<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* A Ki-empowered dive kick.<br />
* Does not cause a knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=400, 800|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* A Ki-empowered dive kick that carries the opponent onto a surface before relaunching them slightly into the air.<br />
* Can be comboed after in the corner with an air dash.<br />
* Slower startup than the Light version.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=400, 1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* A Ki-empowered dive kick that carries the opponent onto a surface before relaunching them slightly into the air. <br />
* Can be comboed after in the corner.<br />
* Same startup speed as the Light version.<br />
----<br />
A powerful mobility tool for Goku Black to move across the screen. With regards to combos however, this Special is only really seen in Goku Black's more advanced combos. The Medium version of Fierce God Kick is essential for performing Goku Black's optimal corner combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Black Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_BlackKamehameha.png |caption="Anime players have no neutral."<br />
|input=236S<br />
|name=Black Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=262*5 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Goku Black unleashes his version of the Kamehameha across the screen. <br />
* A strong and versatile tool overall. <br />
* Can be followed up with a Vanish.<br />
* Unlike his counterpart Super Saiyan Goku, Goku Black unfortunately cannot angle his beam or use it in the air.<br />
* However, it recovers slightly faster than Super Saiyan Goku's regular Kamahameha.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Binding Black Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_BindingBlackKamehameha.png |caption= Bind 'em, then Blast 'em<br />
|input=214S<br />
|name=Binding Black Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=262*5 [262*3] |guard=Throw [All]<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Zamasu appears behind the opponent and grabs them while Goku Black fires a Black Kamehameha.<br />
* You can not block Zamasu's grab, but you can jump or move out of the way.<br />
* Even if Zamasu misses the grab, Goku Black will still fire off the Kamehameha. <br />
* The stand-alone Kamehameha is considerably less active and has fewer hits than the regular version as well as having a slower startup.<br />
* [] is if the grab whiff. Note that this version scales like the normal Kamehameha, while the successful grab version scales harder.<br />
* Use sparingly as this move is fairly easy to defend against and tends not to work against competent players.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_BlackKamehameha.png |caption=An Assist that even the Gods would be envious of.<br />
|input=A1/A2<br />
|name=Black Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=200*5 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Goku Black fires a Black Kamahameha.<br />
* Considered to be the standard beam assist alongside Super Saiyan Goku's Kamehameha assist. <br />
* Compared to Super Saiyan Goku's assist, Goku Black recovers slower so he stays on the screen for longer after firing, making him more vulnerable.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">God Slicer Dance</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_GodSlicerDance.png |caption=''"Punishment of the gods!"''<br />
|image2=DBFZ_GokuBlack_GodSlicerDance2.png |caption2= ''"Taste my blade!"''<br />
|input=236L+M (Air OK)<br />
|name=God Slicer Dance<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=50*18, 1600~2000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar of meter.<br />
* Goku Black unleashes a barrage of minor Ki blades that embed themselves in the opponent before detonating them all.<br />
* The explosion does a varying amount of damage depending on how many Ki blades hit. However, the minimum damage is consistent.<br />
* Ki blades uses the current combo's scaling. So the minimum damage is either 7*18, 720 or 5*18, 720.<br />
* The projectile priority of this super is pretty low so it can be eaten up by other projectiles fairly easily. <br />
* Will not go into the explosion animation unless at least one projectile hits the opponent.<br />
* Considered a cinematic animation so nothing else can happen during it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Holy Light Grenade</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_HolyLightGrenade.png |caption= ''"Yes, of course! The Holy Hand Grenade of Antioch! 'Tis one of the sacred relics Brother Maynard carries with him."''<br />
|input=236H+S (Air OK)<br />
|name=Holy Light Grenade<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=1000, 1600 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar of meter.<br />
* Minimum damage is 300, 480.<br />
* Goku Black and Zamasu both create a sphere of Ki and then combines them into a more powerful sphere before dropping it on the enemy.<br />
* Carries an airborne opponent all the way to the ground, making this useful for Ultimate Z Changes.<br />
* Loop-able with the right assists or against certain enemies.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Work of a God</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_TheWorkOfAGod.png |caption=''"Taste divine fury!"''<br />
|image2=DBFZ_GokuBlack_TheWorkOfAGod2.png |caption2=You'd think like the Monkey King version of Wukong/Goku, our version would've been able to make magical doppelgangers out of himself the same way.<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=The Work of a God<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=4015 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 3 bars of meter.<br />
* Minimum damage is 1512.<br />
* Goku Black forms the Sickle of Sorrow before using it to release a powerful wave of Ki across the screen that creates a dimensional rift upon damaging the opponent. Clones of Goku Black then spawn from the rift and rapidly attack the opponent before Goku Black finishes off with another rift tearing strike.<br />
* Acts as Goku Black's only invincible reversal.<br />
* Causes a true hard knockdown.<br />
* Final strike sends the enemy flying away so it can be difficult to have good okizeme unless used close to the corner.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|GokuBlack}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Goku Black]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku&diff=106595DBFZ/Goku2019-01-15T14:47:00Z<p>42.113.252.224: /* Super Spirit Bomb */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku<br />
|-<br />
||<br />
[[File:DBFZ_Goku_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|Goku}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Snowball<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Son Goku (named directly after the Japanese naming of ''Journey to the West'' protagonist Sun Wukong) is a martial artist of incredible skill and renown, whose skills only grew stronger after dying at the hands of the villainous Saiyan Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb.<br />
<br />
The Saiyan - Early Namek Arc version of Goku flies into ''Dragon Ball FighterZ'' as a DLC character. Much like his Super Saiyan counterpart, he is a natural all-rounder with a variety of moves. While he doesn't have his Super Saiyan version's zoning or his SSGSS version's close-range game, he has his own quirks that set him apart from them and make him stand out.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Reliable buttons and specials with solid range and good utility all around.<br />
* Strongest level 3 in the game; does huge damage and has many ways he can combo into it from some other characters' supers, which gives Goku very easy ways to get incredible damage.<br />
* Kaio-ken is a very strong level 1 super, with a lot of damage and possibly even some mixup potential, as well as many ways to use it. This is amplified further by its enhanced versions, x3 Kaio-ken and x20 Kaio-ken.<br />
* Assist is useful for combo extensions as it causes wallbounce on hit, and also sends the opponent incredibly far, which can lead to good pressure.<br />
* 1 bar invincible reversal with Kaio-ken finisher<br />
| style="width: 50%;"|<br />
* Only one low (2M), which hurts his mixup game a lot.<br />
* Requires assists to make any of his strings safe.<br />
* Has difficulties for scoring a sliding knockdown.<br />
* While not a slow charge, Spirit Bomb's charge requirement can make it so you might not get the move often, and if you do you may only get level 1 or level 2.<br />
|}<br />
{{CharLinks-DBFZ|Goku}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5L.png |caption=''"Woah woah..."''<br />
|image2=DBFZ_Goku__5LL.png |caption2= ''"Stop..."''<br />
|image3=DBFZ_Goku__5LLL.png |caption3= '''''"Goku Time!"'''''<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Standard jab.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Knocks opponent lightly off their feet.<br />
* Good hit and block stun.<br />
* Can convert into 2M or 1S.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Causes wallbounce.<br />
* Hits both in front and behind Goku.<br />
* Leads into auto combo.<br />
* Can be used for corner loops in certain scenarios.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5M.png |caption= "''Kidney Punch!''"<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 9|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Short reach, but very quick.<br />
* Can connect with 5LL into jump cancel.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Short reaching 5H with a slightly quicker startup than most.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~6 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Can be repeated up to 6 times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv=-4<br />
|description=<br />
* Not a low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 10|active= |recovery= |frameAdv=-11<br />
|description=<br />
* Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLM2H instead to start a combo.<br />
* IAD j.S 2M has deceptively long range and can hit from almost fullscreen.<br />
* Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2H.png |caption= Not a DP<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=-17<br />
|description=<br />
* Universal anti-air.<br />
* Poor horizontal reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2S.png |caption=''"Go, my children."''<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 17|active= |recovery= |frameAdv=-8<br />
|description=<br />
* Can be aimed with 1/2/3S.<br />
* Does not track.<br />
After this is used twice, regardless of which versions are used, it will transition into 2SSS.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2SSS</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__2SSS.png |caption= FOOTDIVE!<br />
|name=2SSS<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1000 |guard=High<br />
|startup= |active= |recovery= |frameAdv=-5<br />
|description=<br />
* Overhead after 2SS.<br />
* Causes a ground-bounce that can be combo'd after in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv= 0<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Short ranged normal. Mostly used during aerial blockstrings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 10|active= |recovery= |frameAdv=<br />
|description=<br />
* Good air to air normal. Can cross the opponent up, if delayed enough.<br />
Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H.<br />
<br />
Note: you can shorten the delay by inputting the directional input of your opponent (4 or 6). This is a universal mechanic.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Great jump-in normal and combo starter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Goku__jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku fires a downward ki blast.<br />
* Halts Goku's momentum when used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku__j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Goku does an upward kick. Not an overhead in the air.<br />
* Deceptive horizontal reach. Good for quick mid air conversions after a mid air clash, i.e. super dash clash or blocking opponents super dash while in the air.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Heavy Elbow</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_HeavyElbow.png<br />
|caption= You're wide op- wait a sec, this isn't Ginyu! ''Or is it?''<br />
|input=236L/M/H (Air OK)<br />
|name=Heavy Elbow<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= 15|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Can be used to end blockstrings safety.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1000 |guard=All<br />
|startup= 26 [28]|active= |recovery= |frameAdv= -5<br />
|description=<br />
* [] is for the aerial version.<br />
* Causes wallbounce.<br />
* Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1200 |guard=All<br />
|startup= 19|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Causes wallbounce.<br />
* Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Back Throw</font> ======<br />
{{MoveData<br />
|image= DBFZ_Goku_BackThrow.png |caption= Silly Goku, thinking he can dunk like 16!<br />
|image2= DBFZ_Goku_BackThrow2.png |caption2="Weeeee!"<br />
|input=214L/M/H<br />
|name=Back Throw<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=700 |guard=Throw<br />
|startup= 23|active= |recovery= |frameAdv=<br />
|description=<br />
* Grabs and throw behind him.<br />
* Can be followed up with vanish.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
* Can be comboed into.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=700 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward before grabbing.<br />
* Does not use up Goku's smash, allowing for conversions in Sparking.<br />
The big range on this command grab allow it to be somewhat tricky if your opponent isn't expecting it, or if you can cover up the startup with an assist or something similar. It's hard to get big damage off of it regularly, but in Sparking Goku can get a lot more off of it, which helps a lot. Because of its slow startup, you can also just cancel it from a normal and have it grab the opponent because the blockstun ends by the time the actual throw comes out.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1400 |guard=Throw<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* Moves forward like the M version.<br />
* Does the 2SSS animation on hit and causes a ground bounce which can be followed up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kamehameha.png<br />
|caption= ''Hawaiian King attack''.<br />
|input=236S (Air OK)<br />
|name=Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Ground<br />
|damage=1000 |guard=All<br />
|startup= 21|active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air<br />
|damage=1000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be aimed up or down like SS Goku.<br />
* Only hits once, but will still clash with other beams.<br />
* Wallbounces.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Everyone, lend me your energy!</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Everyone.png<br />
|caption= ''"De-de-de, de-de-de, de-de-do, I'ma charging my attack!"''<br />
|input=214S<br />
|name=Everyone, lend me your energy!<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage= 22|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be held for up to three levels.<br />
* Can call assists during charge.<br />
* Will build a small amount of meter for each level charged up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SpiritBomb.png<br />
|caption=''"Better use that thing that always works!"''<br />
|input=214S after gathering energy<br />
|name=Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Level 1<br />
|damage=1680 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 2<br />
|damage=2112 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Level 3<br />
|damage=2640 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Track the opponent.<br />
* Cannot be superdashed through.<br />
* Any version can be followed up with an air combo by superdashing.<br />
* Level 1 and Level 2 can be connected into a combo by using 2SSS after explosion (possibly 1SS or 3SS depending on distance from opponent).<br />
* Level 3 carries high enough to combo into Super Spirit Bomb.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Goku_5LLL.png |caption= ''"I'll save ya again, best buddy!"''<br />
|input=A1/A2<br />
|name=5LLL<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Causes wallbounce and hits both in front and behind Goku.<br />
* Huge blockstun.<br />
Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Kaio-ken</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_Kaioken.png |caption= "''Now I want '''TOTAL POWER!!'''''"<br />
|image2=DBFZ_Goku_KaiokenFinisherLM.png |caption2= "''Kaio wha- '''AAAGH!!!'''''"<br />
|image3=DBFZ_Goku_KaiokenFinisherHS.png |caption3= '''''"KAIO-KEN... TIMES FOUR!"'''''<br />
|input=236L+M or 236H+S<br />
|name=Kaio-ken<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=Activation<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Kaio-ken will have 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.<br />
* Any hit of Kaio-ken can cancel into any hit other than itself.<br />
* The Kaio-ken enders can be used at any time, even as the first hit, but cannot be followed up.<br />
* Different variations of followups leads to different amounts of damage.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5L<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* First hit if nothing is input.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2L<br />
|damage=700 |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Overhead.<br />
* Can also be input with 5LL.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5M<br />
|damage=700 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Switches sides.<br />
* Invulnerable during startup.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2M<br />
|damage=700 |guard=Low<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Hits low.<br />
* Can also be input with 5MM.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5H<br />
|damage=900 |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to 214M.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ki blast attack that goes fullscreen.<br />
* Picks the opponent up from sliding knockdowns.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=2S<br />
|damage=800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Similar to 5S, but aims diagonally.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=L+M<br />
|damage=1330 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Standard Kaio-ken ender.<br />
* Fully invincible on startup.<br />
* All enders can be used even after all followups have been used (for example, it can be used as a fourth hit even with a full team).<br />
* Can cancel into Kaio-ken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down.<br />
* KOing with this triggers a special animation.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x3 Kaio-ken<br>Kamehameha |subtitle=H+S when one team<br>member is down<br />
|damage=2850 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* Can also be activated by pressing L+M twice in quick succession.<br />
* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed upwards.<br />
* Because Kaio-ken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=x20 Kaio-ken<br>Kamehameha |subtitle=H+S when two team<br>members are down<br />
|damage=4050 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar.<br />
* Can also be activated by pressing L+M twice in quick succession.<br />
* Fires a Kamehameha straight.<br />
* Tracks vertically.<br />
* Deals a hard knockdown regardless of height.<br />
* Because Kaio-ken is not invincible on startup, this only deals 50% blue life.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Spirit Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Goku_SuperSpiritBomb.png |caption= I'm so '''SORRY''' good sir but would you like a '''''small PORTION''''' of ''GENKI''?<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Super Spirit Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=5649 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Very slow, and starts very high in the air.<br />
* If you do Super Spirit Bomb in the corner, Goku will teleport out and fire it into the corner.<br />
* 2314 minimum damage, making it extremely deadly even in the most scaled combos.<br />
* Some characters can DHC into this, sometimes depending on screen position, so experiment with your team and find out what works! For example, SS Goku can combo into this with Warp Kamehameha, but only in the corner, while Beerus can combo into it anywhere and Vegeta can't combo into it at all.<br />
* Goku by himself can only combo into this by either linking from Level 3 Spirit Bomb, or through (highly impractical) Sparking combos. Thus to utilize its high damage, you'll often need to build your team around DHC-ing into this Super.<br />
* While this is invincible on startup and not punishable on block, Goku is vulnerable while the Spirit Bomb is falling. This means the opponent can run under the Spirit Bomb to the other side of Goku and superdash up to him for a full combo.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|Goku}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Majin_Buu&diff=106593DBFZ/Majin Buu2019-01-15T14:18:26Z<p>42.113.252.224: Trying to clean sections like these up. Also adding more "non-Smash" infos.</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
! Majin Buu<br />
|-<br />
||<br />
[[File:DBFZ_MajinBuu_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|MajinBuu}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Mixup, Resets<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Majin Buu is an ancient creature who brought the universe to its knees before being sealed away on Earth, only to be unleashed by the wicked wizard Babidi. While highly dangerous, Buu was also as innocent as a newborn baby, a fact that Mr. Satan used to help reform him and transform him into a protector of Earth who is friendly to all around him, especially if they come to him with gifts of candy.<br />
<br />
In ''Dragon Ball FighterZ'', Buu is a slow and lumbering fighter whose attacks hit like a freight train. Speedy fighters can evade him, but anyone caught in the grasp of his mid-ranged attacks is going to get hurt badly.<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
* Powerful corner loop combos.<br />
* Amazing mixup game, with resets off of Fat Throw and Vegeta assist.<br />
* Good aerial normals.<br />
* Standing overhead in the form of 5M that can be comboed off of meterless.<br />
| style="width: 50%;"|<br />
* Abnormal combo path, and bad damage out of the corner.<br />
* Large hitbox.<br />
* Very slow 5M.<br />
|-<br />
|}<br />
{{CharLinks-DBFZ|MajinBuu}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_5L.png |caption=<br />
|image2=DBFZ_MajinBuu_5LL.png |caption2=<br />
|image3=DBFZ_MajinBuu_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup=6 |active=3 |recovery= |frameAdv=<br />
|description=<br />
* Will whiff on crouching/small characters at the tip of the punch.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=Low<br />
|startup=12 |active=5 |recovery= |frameAdv=<br />
|description=<br />
* Standing low that can be cancelled into 2M or 5M, making this a useful part of Buu's mixups.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup=12 |active=4 |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup=27 |active=4 |recovery= |frameAdv=<br />
|description=<br />
One of Buu's most important tools. This move is a standing overhead that can be cancelled into 2M, 6M, H normals, or specials, making this a very good mixup tool. Can also cancel from 2M and L normals. 5M is slow, but the ability to combo off of it without assists makes it worth using. The startup can also be obscured with an assist, making this much more useful when Buu has assists to throw off the opponent. Unfortunately, using this as a starter scales damage fairly harshly (it has the scaling of a 6M starter).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_5H.png |caption=Why, you!<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup=15 |active=4 |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~4 |guard=All<br />
|startup=11 |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be repeated up to four times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=Low<br />
|startup=7 |active=3 |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup=10 |active=4 |recovery= |frameAdv=<br />
|description=<br />
* A very good low that pulls in on hit or block. Also an important part of his high/low mixups.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup=13 |active=3 |recovery= |frameAdv=<br />
|description=<br />
* Special Cancelable.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_2S.png |caption=<br />
|name=2S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup=13 |active= |recovery= |frameAdv=<br />
|description=<br />
* An angled upward ki blast that is commonly used after 2M to make up for his lack of a 2M > 5M chain. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_6M.png |caption=He'll get that damn bug<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup=24 |active=6 |recovery= |frameAdv=<br />
|description=<br />
* The universal overhead that is 0 on hit and block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup=6 |active=3 |recovery= |frameAdv=<br />
|description=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_jM.png |caption= CLAPPER<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup=11 |active=3 |recovery= |frameAdv=<br />
|description=<br />
* A good overhead with a fairly large hitbox. Easier to use after a forward instant airdash than j.H, but j.H is usually more useful overall.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_jH.png |caption= AND HERE COMES THE GIANT FIST<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup=17 |active=3 |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
A staple in Buu's moveset, this move is incredibly useful. It has a huge hitbox, and can be used as an instant overhead with IAD j.H. This is also his primary air combo ender, as it causes a sliding knockdown if used after 2H, setting up for a mixup or a combo into either super.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_jS.png |caption= *various monkey noises*<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=300*1~4 |guard=All<br />
|startup=12 |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be repeated up to four times.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup=14 |active=6 |recovery= |frameAdv=<br />
|description=<br />
* A long range command normal that leads to a smash much like Cell's j.2H.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Dive Bomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_DiveBomb.png |caption=Your entire game plan.<br />
|input=236L/M/H (Air OK)<br />
|name=Dive Bomb<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=All<br />
|damage=100, 500, 700 |guard=All, High, All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Ground versions have a rising initial hit that scales the combo less than the drop.<br />
* Air versions have additional overhead active frames based on altitude.<br />
* The ground splash will only hit if the butt slam whiffed. Useful for crossups.<br />
* Cinematic will only play once per combo, triggered upon the overhead hits.<br />
* Damages listed below are on said Smash! hit. For example, a Smash! 236L will deal a total of: 100, 500, 100*3, 300.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Ground,<br>Air L<br />
|damage=100*3, 300|guard=<br />
|startup=10<br>19 |active=6(9)6(0)3<br>1+(0)3 |recovery= |frameAdv=<br />
|description=<br />
* Goes a short distance forward.<br />
Air version can be comboed into in the corner using j.L > j.M > j.[S] > j.236L, allowing for easy conversion into Fat Throw resets. Can also create frame advantage on block if you TK it, so it can be useful during pressure to create frame traps. <br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Ground,<br>Air M<br />
|damage=100*5, 300|guard=<br />
|startup=10<br>23 |active=6(9)6(0)3<br>1+(0)3 |recovery= |frameAdv=<br />
|description=<br />
* Goes about half screen forward.<br />
An overhead with decent range. Can be combo'd into using Vanish or using short strings (e.g. 2L, 2M, 236M). Also useful for blockstrings/the occasional cross-up setup. <br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Ground,<br>Air H<br />
|damage=100*7, 300|guard=<br />
|startup=7<br>19 |active=6(9)6(0)3<br>1+(0)3 |recovery= |frameAdv=<br />
|description=<br />
* Leaps gracefully to the opponent's location.<br />
A fairly fast fullscreen tracking overhead. This move is good to throw out from time to time when your opponent isn't expecting it. It will also go over most (all?) beams, so if you have the read, throw it out in neutral to get some damage + pressure. <br />
<br />
Air version can be comboed into everywhere on screen with j.L > j.M > j.[S] > j.236H.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Cartwheel</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_Cartwheel.png |caption=<br />
|input=214L/M/H (Air OK)<br />
|name=Cartwheel<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup=12 |active=5 |recovery= |frameAdv=<br />
|description=<br />
* Flips backward.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=900 |guard=All<br />
|startup=12 |active=5 |recovery= |frameAdv=<br />
|description=<br />
* Flips further back.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1100 |guard=All<br />
|startup=8 |active=5 |recovery= |frameAdv=<br />
|description=<br />
* Flips backward once like M version before bounces forward.<br />
<hr/><br />
* Keeps air options after use.<br />
* Invulnerable to head property attacks only from the 1st frame.<br />
* Causes a small wallbounce.<br />
* Only H version can be followed up outside of the corner. E.g. 214H, j.M, 5L, jc, air combo.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air L<br />
|damage=900 |guard=All<br />
|startup=9 |active=4 |recovery= |frameAdv=<br />
|description=<br />
* Flips backward.<br />
* Causes a small wallbounce.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air M<br />
|damage=900 |guard=All<br />
|startup=9 |active=4 |recovery= |frameAdv=<br />
|description=<br />
* Flips further back.<br />
* Causes a small wallbounce.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=Air H<br />
|damage=1100 |guard=All<br />
|startup=6 |active=4 |recovery= |frameAdv=<br />
|description=<br />
* Flips backward once like M version before bounces forward.<br />
* Causes a big wallbounce that allows extension everywhere on screen.<br />
* Can be followed up with superdash.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Sweeping Breath</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_SweepingBreath.png |caption= I'M UGLY AND I'M PROUD.<br />
|input=236S (Air OK)<br />
|name=Sweeping Breath<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=1100 |guard=All<br />
|startup=17 |active=10 |recovery= |frameAdv=<br />
|description=<br />
* Useful for stuffing Superdashes when you can't use 2H (such as when you're in the air). Can also be used to make your offense safe.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Fat Throw</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_FatThrow.png |caption=<br />
|input=214S<br />
|name=Fat Throw<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=All<br />
|startup=31 |active= |recovery= |frameAdv=<br />
|description=<br />
* '''Has beam properties''' but will only clash for one hit. Due to being a "beam," it will beat super dashes and Ki blasts.<br />
* Tracks to the opponent's current position but has max height. Disappears mid throw if Buu gets hit.<br />
* On hit, keeps the opponent in place for a set amount of time. This fat shell can also be broken by hitting them out of it. Won't break if Buu gets hit or tags out.<br />
* Great for setting up standing resets.<br />
* The capture only works once per combo.<br />
* As long as the opponent is still being caught, Buu can't do another Fat Throw.<br />
This can be comboed into with every single assist in the game. Though some assists, such as Vegeta's assist, are much easier to use than others. Some even require character specific timings such as Kid Buu's assist.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_AssistSweepingBreath.png |caption=<br />
|input=A1/A2<br />
|name=Sweeping Breath<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=800 |guard=All<br />
|startup=34 |active=10 |recovery= |frameAdv=<br />
|description=<br />
* Pops the opponent up for combo extension, not very good at anything else.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Now Buu really...hate you!</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_BuuHateYou.png |caption= A heated gaming moment<br />
|image2=DBFZ_MajinBuu_BuuHateYou-2.png |caption2= Boogie2988 gone nuclear<br />
|input=236L+M or 236H+S <br />
|name=Now Buu really...hate you!<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=140*19 |guard=All<br />
|startup=13+2 |active=38 |recovery= |frameAdv=<br />
|description=<br />
* Invulnerable from frames 13 to 20.<br />
* The explosion grows from Buu until it hits full screen.<br />
* Deals less damage and hits the further away the opponent is. At max range, does 13 hits.<br />
* Minimum damage is 42*19.<br />
Incredibly easy to DHC into, and just as easy to DHC out of. Does fairly standard damage for a level 1. Overall, this is a pretty good super.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Turn into candy!</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_TurnIntoCandy.png |caption=<br />
|image2=DBFZ_MajinBuu_TurnIntoCandy-2.png |caption2= Me gonna eat you up!<br />
|input=214L+M or 214H+S <br />
|name=Turn into candy!<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=750*3, 1500 |guard=All<br />
|startup=11+1 |active= |recovery= |frameAdv=<br />
|description=<br />
* Invulnerable from frames 1 to 23.<br />
* Heals 1500 blue health on hit.<br />
* Minimum damage is 262*3, 525.<br />
Majin Buu's level 3. This super doesn't do much damage compared to other level 3s, and the beam has a bad hitbox and doesn't travel very fast, making this super generally not worth it unless it's going to kill or Buu has a lot of blue health.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|MajinBuu}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Majin Buu]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku_Black&diff=106592DBFZ/Goku Black2019-01-15T13:42:32Z<p>42.113.252.224: /* Normals */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku Black<br />
|-<br />
||<br />
[[File:DBFZ_GokuBlack_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-DBFZ|GokuBlack}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Zamasu, a Supreme Kai-in-training from Universe 10, takes it upon himself to purge mortals in his misguided effort to protect the multiverse. As part of this plan, he uses the Super Dragon Balls to switch bodies with Goku, using the Saiyan hero's immense power, combined with his own godly abilities, to carry out the genocide of all mortals as the dark savior, "Goku Black". In an effort to surpass and mock the Saiyan warriors, he developed his own transformation, Super Saiyan Rosé, a pink variation of the Super Saiyan God Super Saiyan transformation.<br />
<br />
In ''Dragon Ball FighterZ'', Goku Black possesses a similar gameplan to that of Super Saiyan Goku, albeit with a larger emphasis on long-ranged attacks and mixups. He can enlist the aid of Future Zamasu to pin opponents down with a unique variant of his Kamehameha.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Simple core gameplan and very low execution BnBs, which are generally universal.<br />
* Boasts some of the best neutral game options among the entire cast. God Slicer and Fierce God Kick are excellent, noncommittal approach options while also having access to a standard beam and long range normals.<br />
* With meter, he has access to the best corner carry in the game. Can send opponents to the corner from nearly anywhere.<br />
* Versatile supers. Holy Light Grenade has decent utility and is loopable while God Slicer Dance can be used to finish enemies thanks to the buffed damage.<br />
* One of the best assists in the game, which can be used to extend combos or to pressure opponents.<br />
| style="width: 50%;"|<br />
* Fairly simple to deal with if the enemy is familiar with the matchup.<br />
* Only low is 2M, which hurts his mixup game.<br />
* Somewhat slow startup and recovery on some of his moves.<br />
* NEEDS assists in order to make his pressure safe. By himself, he struggles to open up opponents with competent defense.<br />
* Little to no defensive options. His only reversal is very expensive, generally making it risky to use.<br />
|-<br />
|}<br />
{{CharLinks-DBFZ|GokuBlack}}<br />
<br clear=all/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_5L.png |caption=Because, Vegeta,<br />
|image2=DBFZ_GokuBlack_5LL.png |caption2=a rose by any other name<br />
|image3=DBFZ_GokuBlack_5LLL.png |caption3=is still Goku.<br />
|name=5L<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=5L<br />
|damage=400 |guard=All<br />
|startup= 6|active= |recovery= |frameAdv= -2<br />
|description=<br />
* Cancels into 5LL or itself, even on whiff.<br />
<br />
An open-palm stab. A fair bit longer than most other standing jabs and can hit crouching opponents. Has much better reach and cancel options than 2L.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LL<br />
|damage=700 |guard=All<br />
|startup= 11|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Cancels into 5LL, even on whiff.<br />
* Autocorrects on side-switch.<br />
* Has the damage and scaling of a Medium.<br />
<br />
A side kick. Moves Goku Black forward a good distance and has great range. The outer part of his leg does not have a hurtbox but does have a hitbox, giving a fantastic amount of disjoint. Will almost always connect after 5L, even if it hit the opponent at an awkward angle. Additionally, 5L's speed and ability to cancel into this on whiff makes this a powerful button in neutral. 5LL is also one of Goku Black's best combo starters as it has fantastic cancel options and scaling.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=5LLL<br />
|damage=1000 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv= -5<br />
|description=<br />
* Consumes Goku Black's Smash on hit.<br />
* Always results in a Smash, regardless of whether or not Smash has been used up in a combo.<br />
* Pressing Light on hit will result in a Super Dash.<br />
* Completing the air autocombo immediately after this move will result in a Dynamic hit.<br />
* Autocorrects on side-switch.<br />
<br />
Rising strike using Goku Black's signature Ki technique, God Slicer, that causes the ground to erupt with Ki. Both the blade and the Ki eruption have a hitbox, granting the move both extreme range and active frames. Often sees use in extended combos such as continuing a combo after Vanish or certain optimal corner routes.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_5M.png |caption= Yo, check out this cool ring I got. Makes me immune to plot holes.<br />
|name=5M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=All<br />
|startup= 10|active= |recovery= |frameAdv=<br />
|description=<br />
* Jump cancelable on hit.<br />
A gut punch that moves Goku Black forward. As basic as a 5M can get, though it is still important for extending combos without expending Black's Smash through a jump cancel. Use 5LL instead if possible.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_5H.png |caption= Subarashii.....<br />
|name=5H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 14|active= |recovery= |frameAdv=<br />
|description=<br />
* Consumes Goku Black's Smash on hit.<br />
* Wall bounces if Smash is available.<br />
* Pressing Heavy on hit will result in a Super Dash.<br />
* Can deflect Ki blasts.<br />
A downward slash with a God Slicer that moves Goku Black forward. Has massive range both horizontally and vertically, giving Black an attack that can easily punish poor spacing. It can blow through all sorts of attacks thanks to the God Slicer's massive disjoint and ki blast deflection. In combos, it can be followed up with Super Dash mid-screen for good corner carry or it can be looped in the corner with the use of assists for big damage.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_5S.png |caption= "Is it not beautiful?"<br />
|name=5S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [600] |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is the projectile.<br />
* The blade hitbox lacks any proration.<br />
* The blade deflects ki blasts, the projectile clashes with ki blasts.<br />
* The ki blast won't come out if the blade hits something.<br />
<br />
Goku Black slashes the air with his God Slicer, releasing a Ki blast that travels slowly at first but picks up speed rapidly. Slightly negative on block if the blade connects but the ki wave deals a large amount of blockstun, leaving Black positive even up close. This move's ability to deflect ki blasts and retaliate with a ki blast of his own allows Black to shut down any zoning done with low durability projectiles. Though the ki blast does less damage than the blade, the absence of poration on it makes it fantastic for boosting a combo's damage.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=All<br />
|startup= 8|active= |recovery= |frameAdv=<br />
|description=<br />
* Cancels into 5L.<br />
<br />
Basic crouch jab that does not hit low, though it has a deceptively large hitbox. While it has better range than 5L, it has worse frame data and cancel options. At max range, 2L won't combo into 5L, making it impossible to combo into 5LL which hurts the damage of any combo that this scenario starts. Use 5L instead whenever possible.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=Low<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Leg sweep that hits low. <br />
* Noted for being Goku Black's only low move. <br />
* Moves him forward slightly giving it more reach than expected.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_2H.png |caption= This is the 2H of a God!<br />
|name=2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 18|active= |recovery= |frameAdv=<br />
|description=<br />
* Upward slash with God Slicer.<br />
* Has anti air properties and keeps Goku Black grounded, allowing cancels into multiple options.<br />
* Infamous for having an extremely good hitbox.<br />
* Also moves Goku Black forward.<br />
* Can deflect Ki blasts.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_6M.png |caption= Why it's orange we may never know.<br />
|name=6M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=High<br />
|startup= 24|active= |recovery= |frameAdv=<br />
|description=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=400 |guard=High<br />
|startup= 6|active= |recovery= |frameAdv=<br />
|description=<br />
* Aerial chop. <br />
* Great air to air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=700 |guard=High<br />
|startup= 9|active= |recovery= |frameAdv=<br />
|description=<br />
* Aerial side kick. <br />
* Alright as a jump-in attack but mostly serves as combo filler.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_jH.png |caption= Goku is the new Black.<br />
|name=j.H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 [1000]|guard=High<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* [] is on Smash hit.<br />
* Downward flip kick.<br />
* Great jump-in normal and starter.<br />
* Shares the same animation as 6M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_jS.png |caption= 50 Shades of Akuma<br />
|name=j.S<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=600 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Standard Ki blast that is angled somewhat downward.<br />
* Mostly used in combos, but good to throw out in neutral on occasion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_j2H.png |caption=Legs.<br />
|name=j.2H<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=850 |guard=All<br />
|startup= 13|active= |recovery= |frameAdv=<br />
|description=<br />
* Upward split kick.<br />
* Useful for extending combos by launching enemies further up and can also be used to hit opponents above.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">God Slicer</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_GodSlicer.png |caption=To the corner with you!<br />
|input=236L/M/H (Air OK)<br />
|name=God Slicer<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=250, 800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Goku Black fires a Ki blast ahead while rushing forward and then follows up with an Ki-empowered stab.<br />
* All versions of this move puts Goku Black airborne immediately. <br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=250*4, 800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab.<br />
* Causes a sliding knockdown.<br />
* Has superb corner carry if it lands on the opponent while in midscreen.<br />
* Can only be comboed into while in the corner due to slower start up unless used after a Vanish.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=250*4, 800 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar of meter.<br />
* Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab.<br />
* Has all the advantages of the Medium version combined with the speed of the Light version.<br />
----<br />
A staple of Goku Black's combos. Generally comboed into from j.S during air combos. The Medium version of God Slicer is a great move for ending combos in the corner since it deals good damage and causes sliding knockdown, while the Heavy version of God Slicer is especially noteworthy for being one of the best EX Specials in the game since it allows Goku Black to corner carry and cause a sliding knockdown no matter the situation for only 1 bar of meter. Additionally, if Goku Black has his back against the corner, a simple combo into Vanish > M God Slicer will switch his position with the opponent while still giving a sliding knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Instant Transmission</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_InstantTransmission.png |caption= ''*teleports behind you*''<br />
|image2=DBFZ_GokuBlack_InstantTransmission2.png |caption2= Nothing personnel, kid.<br />
|input=214L/M/H<br />
|name=Instant Transmission<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Teleport to the air directly in front of the opponent.<br />
* Can be used instead of Super Dash to followup a successful 2H.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Teleport to the air slightly away from the front of the opponent.<br />
* Can be used after knockdowns for safejump pressure and to bait enemy anti-airs.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar of meter.<br />
* Teleport to the air directly behind the opponent.<br />
----<br />
One of Goku Black's main tools for opening up the opponent. Requires assists to be safe.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Fierce God Kick</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_FierceGodKick.png |caption=Straight From Heaven<br />
|input=j.214L/M/H<br />
|name=Fierce God Kick<br />
|data=<br />
{{AttackData-DBFZ<br />
|version=L<br />
|damage=900 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* A Ki-empowered dive kick.<br />
* Does not cause a knockdown.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=M<br />
|damage=1120 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* A Ki-empowered dive kick that carries the opponent onto a surface before relaunching them slightly into the air.<br />
* Can be comboed after in the corner with an air dash.<br />
* Slower startup than the Light version.<br />
}}<br />
{{AttackData-DBFZ<br />
|header=no<br />
|version=H<br />
|damage=1300 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* A Ki-empowered dive kick that carries the opponent onto a surface before relaunching them slightly into the air. <br />
* Can be comboed after in the corner.<br />
* Same startup speed as the Light version.<br />
----<br />
A powerful mobility tool for Goku Black to move across the screen. With regards to combos however, this Special is only really seen in Goku Black's more advanced combos. The Medium version of Fierce God Kick is essential for performing Goku Black's optimal corner combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Black Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_BlackKamehameha.png |caption="Anime players have no neutral."<br />
|input=236S<br />
|name=Black Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=262*5 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Goku Black unleashes his version of the Kamehameha across the screen. <br />
* A strong and versatile tool overall. <br />
* Can be followed up with a Vanish.<br />
* Unlike his counterpart Super Saiyan Goku, Goku Black unfortunately cannot angle his beam or use it in the air.<br />
* However, it recovers slightly faster than Super Saiyan Goku's regular Kamahameha.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Binding Black Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_BindingBlackKamehameha.png |caption= Bind 'em, then Blast 'em<br />
|input=214S<br />
|name=Binding Black Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=262*5 [262*3] |guard=Throw [All]<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Zamasu appears behind the opponent and grabs them while Goku Black fires a Black Kamehameha.<br />
* You can not block Zamasu's grab, but you can jump or move out of the way.<br />
* Even if Zamasu misses the grab, Goku Black will still fire off the Kamehameha. <br />
* The stand-alone Kamehameha is considerably less active and has fewer hits than the regular version as well as having a slower startup.<br />
* [] is if the grab whiff. Note that this version scales like the normal Kamehameha, while the successful grab version scales harder.<br />
* Use sparingly as this move is fairly easy to defend against and tends not to work against competent players.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_BlackKamehameha.png |caption=An Assist that even the Gods would be envious of.<br />
|input=A1/A2<br />
|name=Black Kamehameha<br />
|data=<br />
{{AttackData-DBFZ<br />
|damage=200*5 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Goku Black fires a Black Kamahameha.<br />
* Considered to be the standard beam assist alongside Super Saiyan Goku's Kamehameha assist. <br />
* Compared to Super Saiyan Goku's assist, Goku Black recovers slower so he stays on the screen for longer after firing, making him more vulnerable.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">God Slicer Dance</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_GodSlicerDance.png |caption=''"Punishment of the gods!"''<br />
|image2=DBFZ_GokuBlack_GodSlicerDance2.png |caption2= ''"Taste my blade!"''<br />
|input=236L+M (Air OK)<br />
|name=God Slicer Dance<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=50*18, 1600~2000 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar of meter.<br />
* Goku Black unleashes a barrage of minor Ki blades that embed themselves in the opponent before detonating them all.<br />
* The explosion does a varying amount of damage depending on how many Ki blades hit. However, the minimum damage is consistent.<br />
* Ki blades uses the current combo's scaling. So the minimum damage is either 7*18, 720 or 5*18, 720.<br />
* The projectile priority of this super is pretty low so it can be eaten up by other projectiles fairly easily. <br />
* Will not go into the explosion animation unless at least one projectile hits the opponent.<br />
* Considered a cinematic animation so nothing else can happen during it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Holy Light Grenade</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_HolyLightGrenade.png |caption= ''"Yes, of course! The Holy Hand Grenade of Antioch! 'Tis one of the sacred relics Brother Maynard carries with him."''<br />
|input=236H+S (Air OK)<br />
|name=Holy Light Grenade<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=1000, 1600 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 1 bar of meter.<br />
* Minimum damage is 300, 480.<br />
* Goku Black and Zamasu both create a sphere of Ki and then combines them into a more powerful sphere before dropping it on the enemy.<br />
* Carries an airborne opponent all the way to the ground, making this useful for Ultimate Z Changes.<br />
* Loop-able with the right assists or against certain enemies.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Work of a God</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_TheWorkOfAGod.png |caption=''"Taste divine fury!"''<br />
|image2=DBFZ_GokuBlack_TheWorkOfAGod2.png |caption2=You'd think like the Monkey King version of Wukong/Goku, our version would've been able to make magical doppelgangers out of himself the same way.<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=The Work of a God<br />
|data= <br />
{{AttackData-DBFZ<br />
|damage=4015 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Costs 3 bars of meter.<br />
* Minimum damage is 1512.<br />
* Goku Black forms the Sickle of Sorrow before using it to release a powerful wave of Ki across the screen that creates a dimensional rift upon damaging the opponent. Clones of Goku Black then spawn from the rift and rapidly attack the opponent before Goku Black finishes off with another rift tearing strike.<br />
* Acts as Goku Black's only invincible reversal.<br />
* Causes a true hard knockdown.<br />
* Final strike sends the enemy flying away so it can be difficult to have good okizeme unless used close to the corner.<br />
}}<br />
}}<br />
<br />
----<br />
{{CharLinks-DBFZ|GokuBlack}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Goku Black]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku_Black/Frame_Data&diff=106591DBFZ/Goku Black/Frame Data2019-01-15T13:41:14Z<p>42.113.252.224: /* Z Combo Table */</p>
<hr />
<div>{{CharNav-DBFZ|GokuBlack}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[DBFZ/System Data|System Data]]==<br />
{{CharData-DBFZ|GokuBlack}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-DBFZ<br />
|version=yes}}<br />
|-<br />
{{FrameData-DBFZ<br />
|version=5L<br />
|damage= 400|level= |attribute= Strike|guard= All<br />
|startup= 6|active= 4|recovery= 10|frameAdv= -2<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
}}<br />
<br />
{{FrameData-DBFZ<br />
|version=5LL<br />
|damage= 700|level= |attribute= Strike|guard= All<br />
|startup= 11|active= 6|recovery= 15|frameAdv= -5<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
}}<br />
<br />
{{FrameData-DBFZ<br />
|version=5LLL<br />
|damage= 1000|level= |attribute= Strike|guard= All<br />
|startup= 14|active= 6|recovery= 15|frameAdv= -5<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
}}<br />
{{FrameData-DBFZ<br />
|version=2L<br />
|damage= 400|level= |attribute= Strike|guard= All<br />
|startup= 8|active= 3|recovery= 15|frameAdv= -5<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description=<br />
}}<br />
{{FrameData-DBFZ<br />
|version=5M<br />
|damage= 700|level= |attribute= Strike|guard= All<br />
|startup= 10|active= 3|recovery= 18|frameAdv= -5<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description=<br />
}}<br />
{{FrameData-DBFZ<br />
|version= 2M<br />
|damage= 700|level= |attribute= Strike|guard= Low<br />
|startup= 12|active= 3|recovery= 17|frameAdv= -4<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
}}<br />
{{FrameData-DBFZ<br />
|version=6M<br />
|damage= 850|level= |attribute= Strike|guard= High<br />
|startup= 24|active= 6|recovery= 10|frameAdv= 0<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description=<br />
}}<br />
<br />
{{FrameData-DBFZ<br />
|version=5H<br />
|damage= 850|level= |attribute= Strike|guard= All<br />
|startup= 14|active= 3|recovery= 23|frameAdv= -10<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description=<br />
}}<br />
{{FrameData-DBFZ<br />
|version=2H<br />
|damage= 850|level= |attribute= Strike|guard= All<br />
|startup= 18|active= 3|recovery= 28|frameAdv= -15<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description=<br />
}}<br />
{{FrameData-DBFZ<br />
|version=5S<br />
|damage= 850/600|level= |attribute= Strike/Projectile Lvl 1|guard= All<br />
|startup= 13|active= 1|recovery= 27|frameAdv= -12<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description= Frame advantage is if strike hits; advantage improves with distance<br />
}}<br />
<br />
<br />
{{FrameData-DBFZ<br />
|version=j.L<br />
|damage= 400|level= |attribute= Strike|guard= High<br />
|startup= 6|active= 3|recovery= 12|frameAdv= -1<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description=<br />
}}<br />
{{FrameData-DBFZ<br />
|version=j.M<br />
|damage= 700|level= |attribute= Strike|guard= High<br />
|startup= 9|active= 3|recovery= 15|frameAdv= -2<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description=<br />
}}<br />
{{FrameData-DBFZ<br />
|version=j.H<br />
|damage= 850|level= |attribute= Strike|guard= High<br />
|startup= 13|active= 3|recovery= 18|frameAdv= -5<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description=<br />
}}<br />
{{FrameData-DBFZ<br />
|version=j.2H<br />
|damage= 850|level= |attribute= Strike|guard= All<br />
|startup= 13|active= 3|recovery= 24|frameAdv= -11<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description=<br />
}}<br />
{{FrameData-DBFZ<br />
|version=j.S<br />
|damage= 600|level= |attribute= Projectile Lvl 1|guard= All<br />
|startup= 13|active= 1|recovery= 20|frameAdv= 0<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description=<br />
}}<br />
|}<br />
<br />
==Special Moves==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-DBFZ<br />
|version=yes}}<br />
|-<br />
! colspan=16 style="background: white;"|God Slicer<br />
|-<br />
{{FrameData-DBFZ<br />
|version=236L<br />
|damage= 250, 800|level= |attribute= Projectile Lvl 1, Strike|guard= All<br />
|startup= 13, 13|active= 1, 4|recovery= 19|frameAdv= -4<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description= Frame advantage is for final strike<br />
}}<br />
{{FrameData-DBFZ<br />
|version=236M<br />
|damage= 250x4, 800|level= |attribute= Projectile Lvl 1, Strike|guard= All<br />
|startup= 20, 4x3, 13|active= 1x4, 6|recovery= 19|frameAdv= +2<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description= Frame advantage is for final strike<br />
}}<br />
{{FrameData-DBFZ<br />
|version=236H<br />
|damage= 250x4, 800|level= |attribute= Projectile Lvl 1, Strike|guard= All<br />
|startup= 13, 4x3, 13|active= 1x4, 6|recovery= 19|frameAdv= +2<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description= Frame advantage is for final strike<br />
}}<br />
{{FrameData-DBFZ<br />
|version=j.236L<br />
|damage= 250, 800|level= |attribute= Projectile Lvl 1, Strike|guard= All<br />
|startup= 13, 13|active= 1, 4|recovery= 27|frameAdv= -12<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description=<br />
}}<br />
{{FrameData-DBFZ<br />
|version=j.236M<br />
|damage= 250x4, 800|level= |attribute= Projectile Lvl 1, Strike|guard= All<br />
|startup= 20, 4x3, 13|active= 1x4, 6|recovery= 27|frameAdv= -6<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description=<br />
}}<br />
{{FrameData-DBFZ<br />
|version=j.236H<br />
|damage= 250x4, 800|level= |attribute= Projectile Lvl 1, Strike|guard= All<br />
|startup= 13, 4x3, 13|active= 1x4, 6|recovery= 27|frameAdv= -6<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description=<br />
}}<br />
! colspan=16 style="background: white;"|Instant Transmission<br />
|-<br />
{{FrameData-DBFZ<br />
|version=214L<br />
|damage= 0|level= |attribute= |guard=<br />
|startup= 28|active=0 |recovery= 0|frameAdv= <br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description= Teleport frames 19-25<br />
}}<br />
{{FrameData-DBFZ<br />
|version=214M<br />
|damage= 0|level= |attribute= |guard=<br />
|startup= 28|active= 0|recovery= 0|frameAdv= <br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description= Teleport frames 19-25<br />
}}<br />
{{FrameData-DBFZ<br />
|version=214H<br />
|damage= 0|level= |attribute= |guard=<br />
|startup= 28|active= 0|recovery= 0|frameAdv= <br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description= Teleport frames 19-25<br />
}}<br />
! colspan=16 style="background: white;"|Fierce God Kick<br />
|-<br />
{{FrameData-DBFZ<br />
|version=j.214L<br />
|damage= 900|level= |attribute= Strike|guard= All<br />
|startup= 14|active= variable|recovery= 18|frameAdv= -2<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description= Remains active until Goku Black lands<br />
}}<br />
{{FrameData-DBFZ<br />
|version=j.214M<br />
|damage= 1120 (2 hits)|level= |attribute= Strike|guard= All<br />
|startup= 19|active= variable|recovery= 18|frameAdv= -5<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description= Remains active until Goku Black lands<br />
}}<br />
{{FrameData-DBFZ<br />
|version=j.214H<br />
|damage= 1300 (2 hits)|level= |attribute= Strike|guard= All<br />
|startup= 14|active= variable|recovery= 18|frameAdv= -5<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description= Remains active until Goku Black lands<br />
}}<br />
! colspan=16 style="background: white;"|Black Kamehameha<br />
|-<br />
{{FrameData-DBFZ<br />
|version=236S<br />
|damage= 1094 (5 hits)|level= |attribute= Projectile Lvl 2|guard= All<br />
|startup= 18|active= 25|recovery= 19|frameAdv= -14<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description=<br />
}}<br />
! colspan=16 style="background: white;"|Binding Black Kamehameha<br />
|-<br />
{{FrameData-DBFZ<br />
|version=214S<br />
|damage= 994 (5 hits)|level= |attribute= Throw, Projectile Lvl 2|guard= Throw, All<br />
|startup= 31, 8|active= 1, 17|recovery= 19|frameAdv= -13<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description=<br />
}}<br />
|}<br />
<br />
==Assist==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-DBFZ<br />
|version=yes}}<br />
|-<br />
! colspan=16 style="background: white;"|Black Kamehameha<br />
|-<br />
{{FrameData-DBFZ<br />
|version=A1/A2<br />
|damage= 760 (5 hits)|level= |attribute= Projectile Lvl 2|guard= All<br />
|startup= 40|active= 25|recovery= 65|frameAdv=<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description=<br />
}}<br />
|}<br />
<br />
==Super Moves==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-DBFZ<br />
|version=yes}}<br />
|-<br />
! colspan=16 style="background: white;"|God Slicer Dance<br />
|-<br />
{{FrameData-DBFZ<br />
|version=236L+M<br />
|damage= 2090 (19 hits)|level= |attribute= Projectile Lvl 3|guard= All<br />
|startup= 9+4|active= 26|recovery= 50|frameAdv= -24<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= 13|hitbox=<br />
|description= Invuln frames 9-21<br />
}}<br />
{{FrameData-DBFZ<br />
|version=j.236L+M<br />
|damage= 2090 (19 hits)|level= |attribute= Projectile Lvl 3|guard= All<br />
|startup= 9+4|active= 26|recovery= 56|frameAdv= -30<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description= Invuln frames 9-21<br />
}}<br />
! colspan=16 style="background: white;"|Holy Light Grenade<br />
|-<br />
{{FrameData-DBFZ<br />
|version=236H+S<br />
|damage= 2280 (2 hits)|level= |attribute= Projectile Lvl 3, Strike|guard= All<br />
|startup= 9+4|active= 16+23|recovery= 29|frameAdv= -30<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description= Invuln frames 9-15<br />
}}<br />
{{FrameData-DBFZ<br />
|version=j.236H+S<br />
|damage= 2280 (2 hits)|level= |attribute= Projectile Lvl 3|guard= All<br />
|startup= 9+4|active= variable+23|recovery= 29|frameAdv= -33<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description= Invuln frames 9-15<br />
}}<br />
! colspan=16 style="background: white;"|The Work of a God<br />
|-<br />
{{FrameData-DBFZ<br />
|version=214L+M |subtitle=or 214H+S<br />
|damage= 4015 (17 hits)|level= |attribute= Projectile Lvl 3|guard= All<br />
|startup= 9+3|active= 30|recovery= 41|frameAdv= -38<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description= Invuln frames 1-17<br />
}}<br />
{{FrameData-DBFZ<br />
|version=j.214L+M |subtitle=or j.214H+S<br />
|damage= 4015 (17 hits)|level= |attribute= Projectile Lvl 3|guard= All<br />
|startup= 9+3|active= 30|recovery= 33|frameAdv= -30<br />
|blockstun= |groundHit= |aiHit=<br />
|invul= |hitbox=<br />
|description= Invuln frames 1-17<br />
}}<br />
|}<br />
<br />
==Z Combo Table==<br />
{| style="margin: 1em auto 1em auto;"<br />
|+<br />
|- style="vertical-align: top;"<br />
|<br />
{| class="wikitable" style="text-align: center; margin-right: 10px;"<br />
|+Ground Z Combo<br />
|-<br />
! <br />
! L !! M !! H !! S !! Cancel<br />
|-<br />
! 5L<br />
| <span style="color:green">4LL<sup>[+]</sup>, 5LL<sup>[+]</sup>,</span> 2L || 5M, 2M, 6M || 5H, 2H || 5S || <span style="color:red">Jump<sup>[-]</sup>,</span> Sp<br />
|-<br />
! <span style="color:blue">4LL<sup>[2L]</sup></span><br />
| <span style="color:green">5LL<sup>[+]</sup></span> || 5M, 2M, 6M || 5H, 2H || 5S || <span style="color:red">Jump<sup>[-]</sup>,</span> Sp<br />
|-<br />
! 5LL<br />
| <span style="color:green">5LLL<sup>[+]</sup></span> || 5M, 2M, 6M || 5H, 2H || 5S || <span style="color:red">Jump<sup>[-]</sup>,</span> Sp<br />
|-<br />
! 5LLL<br />
| - || - || - || - || Sp<br />
|-<br />
! 2L<br />
| 5L || 5M, 2M, 6M || 5H, 2H || 5S || Sp<br />
|-<br />
! 5M<br />
| - || 2M, 6M || 5H, 2H || 5S || <span style="color:red">Jump<sup>[-]</sup>,</span> Sp<br />
|-<br />
! 2M<br />
| - || 5M, 6M || 5H, 2H || 5S || Sp<br />
|-<br />
! 6M<br />
| - || - || - || - || -<br />
|-<br />
! 5H<br />
| - || - || 2H || 5S || Sp<br />
|-<br />
! 2H<br />
| - || - || - || - || Sp<br />
|-<br />
! 5S<br />
| - || - || - || - || Sp<br />
|}<br />
|<br />
{| class="wikitable" style="text-align: center; margin-left: 10px;"<br />
|+Air Z Combo<br />
|-<br />
! <br />
! L !! M !! H !! S !! Cancel<br />
|-<br />
! j.L<br />
| j.4LL, <span style="color:red">j.LL<sup>[-]</sup></span> || j.M || j.H, j.2H || j.S || Jump, Sp<br />
|-<br />
! j.4LL<br />
| - || j.M || j.H, j.2H || j.S || Jump, Sp<br />
|-<br />
! <span style="color:blue">j.LL<sup>[j.4LL, j.M]</sup></span><br />
| - || - || j.H, j.2H || j.S || Jump, Sp<br />
|-<br />
! <span style="color:blue">j.M<sup>[j.LL]</sup></span><br />
| j.L, j.4LL || - || j.H, j.2H || j.S || Jump, Sp<br />
|-<br />
! j.H<br />
| - || - || j.2H || j.S || Sp<br />
|-<br />
! j.2H<br />
| - || - || - || j.S || Jump, Sp<br />
|-<br />
! j.S<br />
| - || - || - || - || Sp<br />
|}<br />
|}<br />
<br />
*j.LL is a special tracking j.M that's only available on '''air-to-air''' hit.<br />
:'''X''' = X is available on hit or block.<br />
:<span style="color:red">'''X<sup>[-]</sup>''' = X is only available on hit.</span><br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available even on whiff.</span><br />
:<span style="color:blue">'''X<sup>[Y]</sup>''' = X isn't available if Y has been used in the string.</span><br />
: '''Sp''' = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge.<br />
<br />
==Sources==<br />
Placeholder<br />
<br />
----<br />
{{CharLinks-DBFZ|GokuBlack}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Goku Black]]</div>42.113.252.224https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Goku/Combos&diff=106565DBFZ/SSB Goku/Combos2019-01-14T19:24:11Z<p>42.113.252.224: /* Corner */</p>
<hr />
<div>{{CharNav-DBFZ|SSBGoku}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
{| class="wikitable"<br />
|-<br />
! Combo Notation Guide<br />
|-<br />
|<br />
:{| class="wikitable" border="1"<br />
|-<br />
| 7 {{7}}<br />
| 8 {{8}}<br />
| 9 {{9}}<br />
|-<br />
| 4 {{4}}<br />
| 5 {{5}}<br />
| 6 {{6}}<br />
|-<br />
| 1 {{1}}<br />
| 2 {{2}}<br />
| 3 {{3}}<br />
|}<br />
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}S becomes 236S<br />
: '''>''' = cancel into the next attack<br />
: ''',''' = link the next attack after preceding move's recovery<br />
: '''jc''' = jump cancel<br />
: '''hjc''' = high jump cancel<br />
: '''CH''' = Counter Hit<br />
: '''IAD''' = Instant Air Dash<br />
: '''(N)''' = only use the Nth attack of the move (for example, if j.M(2) is written, you only use the first two hits of j.M)<br />
: '''(CSpec)''' = Contains a part that only works on some characters.<br />
: '''SD''' = Super Dash<br />
: '''[ ]''' = Hold input.<br />
: '''A1''' = Assist 1<br />
: '''A2''' = Assist 2<br />
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.<br />
|}<br />
<br clear=all/><br />
==Combo List==<br />
==No meter combos==<br />
===Midscreen===<br />
*'''(5LL/2LL) > 2M > 5M > jc > jM > jL > jL > j2H > SD > jM > jL > jL > j2H > jc > jL > jLL > jLLL'''<br />
Simple BnB that allows you to combo into a super, if you have the meter to spare.<br />
<br />
===Corner===<br />
*'''(5LL/2LL) > 2M > 5M > 236M > 2M > 5H > SD > jL > jLL > j2H > jc > jL > jLL > jS > j214L'''<br />
Simple BnB that allows you to keep pressuring your opponent. You can extend the combo after the j214L if you have an assist available.<br />
<br />
*'''214M > 2M > 5M > jc > jM > j2H > jL > jLL > jS > j214L<br />
Max damage combo off of command grab. Incredibly useful because any hit can lead to a tick throw with 214M. Can also be extended with assists after j214L.<br />
<br />
==Meter combos==<br />
===Midscreen===<br />
*'''(5LL/2LL) > 2M > 5M > jc > jM > jL > jL > j2H > SD > jM > jL > jL > j2H > jc > jL > jLL > j2H > j.236L+M<br />
Basic BnB into Super.<br />
<br />
*'''(anything) > vanish > 665L (whiff) > 5LL > 5LLL > SD > jL > jLL > j2H > jL > jLL > jLLL<br />
<br />
===Corner===<br />
*'''(5LL/2LL) > 2M > 5M > 236M > 2M > 5H > SD > jL > jLL > j2H > jc > jL > jLL > jS > j236M > j236L+M<br />
Basic corner BnB into Super.<br />
<br />
*'''(5LL/2LL) > 2M > 5M > 236M > 2M > 5H > SD > jL > jLL > j2H > jc > jL > jLL > jS > j214H<br />
Basic corner BnB that gives you a sliding knockdown.<br />
<br />
*'''214M > 2M > 5M > jc > jM > j2H > jL > jLL > jS > j214H<br />
Command Grab corner combo that gives you a sliding knockdown.<br />
<br />
== Assist Specific ==<br />
<br />
===Midscreen===<br />
*'''2M > 5M > j.M > j.L > j.L > j.2H > SD > j.M > j.L > j.L > j.2H > jc > j.L > j.M > j.2H > 236 L+M (Extreme Speed Kamehameha) > 236 [A1] (Charged Makankousappo)'''<br />
Combo into Piccolo's fully charged Makankousappo.<br />
===Corner===<br />
*'''5M > 2M > 236M > 5LLL > SD > j.L > j.M > j.L > j.2H > jc > j.LL > j.214L > A1 > Land > j.L > j.M > j.L > j.2H > jc > j.L > j.M > j.236L > 236L+M<br />
Combo utilizing Cell's assist, although other assists might work as well.<br />
<br />
*'''(IAD jH) > 2M > 5M > jc > jM > j236M > Land > 5M > jc > jM > jL > j2H > jc > jL > jLL > A1 > jLLL > j214M'''<br />
*'''214M > 2M > 5M > jc > jM > j2H > jL > jLL > A1 > jLLL > j214M'''<br />
Most assists will work, simply extending BnBs to get sliding knockdowns without spending bars.<br />
<br />
==Combo Theory==<br />
Using ''jS > j214H'', SSGSS Goku can force a sliding knockdown off of any hit.<br />
<br />
==Video Examples==<br />
Solo SSB Goku combos:<br />
{{#ev:youtube|mGtbhLjBn5Q}}<br />
<br />
SSB Goku combo into Piccolo's Makankousappo:<br />
{{#ev:youtube|gRDb-g_PYKc}}<br />
<br />
<br />
SSB Goku corner combo witch Cell assist:<br />
{{#ev:youtube|4t5fatlcAyY}}<br />
<br />
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<br clear=all/><br />
{{CharLinks-DBFZ|SSBGoku}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Goku]]</div>42.113.252.224