https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=67.186.80.30&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T19:57:14ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=DBFZ/SS_Goku&diff=141545DBFZ/SS Goku2020-02-13T01:44:19Z<p>67.186.80.30: /* Strengths/Weaknesses */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku (Super Saiyan)<br />
|-<br />
||<br />
[[File:DBFZ_SS Goku_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:{{PAGENAME}}/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced<br />
;Team Role<br />
:Anchor<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 friends, his planet, and even his universe, but through these hardships he has pushed himself further and further beyond, unlocking the legendary power of Super Saiyan after his friend, Krillin, was killed by Frieza. Even under constant threats, Goku has stepped up, pushing himself in order 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 />
* High average damage, especially in the corner.<br />
* Has an anywhere, meterless sliding knockdown.<br />
* His buttons range from good to amazing, with one of the best 2M in the game.<br />
* Amazing stagger pressure with 4LL, and most of his normals being safe on block.<br />
* One of the few beam assist in the game.<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 />
* Mix-up is basic. He generally has to rely on universal options to open up opponents. <br />
* While he has options for every situation, he is generally outclassed by specialist characters.<br />
|-<br />
|}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_SSGoku_5L.png |caption=<br />
|image2=DBFZ_SSGoku_5LL.png |caption2=<br />
|image3=DBFZ_SSGoku_5LLL.png |caption3=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Basic jab. Identical startup as 2L, but has more active frames and longer range for catching airborne opponents.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Has less range than his other mediums though so make sure not to whiff with this move.<br />
<br />
Mostly used as combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Stays grounded.<br />
* Jails into Vanish on its own, or true string into 236S and then Vanish.<br />
* 5LLL > SD is not 2H-able in the corner (3f gap in the corner and 4f midscreen).<br />
Offers no mix-up potential and is very niche as a combo filler. The strength of this move is its huge blockstun, being one of the few normals in the game that can jail into Vanish.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_SSGoku_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
An okay button on its own, though overshadowed by 2M. It's negative on block so beware of ending blockstring with this during stagger.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_SSGoku_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall splats on Smash hit.<br />
* Non-Smash can still combo into Super Dash in the corner.<br />
A standard 5H, though the combination of startup and active allows this to beat Solo Guard Cancel clean on reaction.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_SSGoku_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Mash or hold S to shoot all 6 Ki blasts even on whiff.<br />
* Last Ki blast launches on hit.<br />
Really good button to stagger with as it's safe and push the opponent out a decent amount.<br />
<br />
In neutral, you should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_SSGoku_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Inferior to 5L in almost every way. Though it's not a bad button to mash out of pressure.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_SSGoku_2M.png |caption=God normal<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Great range and very active hitbox.<br />
* Launches on hit.<br />
This amazing 2M and the damage Goku gets from it is why his stagger is so scary. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. You can also just throw this out in neutral/scrambles and watch as they get hit by it second guessing themselves.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_SSGoku_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Puts Goku airborne.<br />
* Smash hit combos into Super Dash.<br />
Go to anti-air. On block, cancel into j.214L to be safe.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_SSGoku_2S.png |caption=Hitstun in a can<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Keeps grounded opponent standing on hit.<br />
Insane combo filler. It combos straight into SD, can link into super jump j.L or even itself at the right height. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_SSGoku_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead.<br />
* Uses the same hitboxes and hurtboxes of Goku's j.H.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_SSGoku_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Just another jab. Not really good for fuzzy as rising j.L can only hit very tall characters.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_SSGoku_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Great air-to-air. IAD j.M is also Goku's best cross-up option. On hit, confirms with 2M or j.S into microdash 5L, depending on the height.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_SSGoku_jH.png |caption=Hammer<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall bounces on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a sliding knockdown on Smash hit.<br />
Go-to jump in.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_SSGoku_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Stalls momentum temporarily.<br />
Jump back j.S is a decent keep away. Can also be used higher up to snipe grounded opponent, but beware of the landing recovery.<br />
<br />
This is also another great combo filler, being used in all combos from basic BnBs to advanced Sparking loops.<br />
<br />
On safe jumps, j.M (or j.H) 4S is an OS that gives j.M > j.S on hit or a Reflect on whiff.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_SSGoku_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Pushes Goku forward.<br />
* Smash hit combos into Super Dash.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Dragon Flash Fist</font>======<br />
{{MoveData<br />
|name=Dragon Flash Fist<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_SSGoku_DragonFlashFist.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* All ground versions don't have Head attribute.<br />
* Removes any landing recovery.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sliding knockdown on Smash hit. Can easily combo into Supers.<br />
* Goes half screen.<br />
j.S > j.236L is Goku's anywhere meterless sliding knockdown. Though the oki is slightly worse than Smash j.H, and it'll drop at higher hitstun decay.<br />
<br />
Can be done after a jump in as a double overhead of sort, but the reward isn't great, it can whiff over them, and you're wide open as you're charging forward.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Small ground bounces and sliding knockdown on Smash hit.<br />
* Goes almost fullscreen.<br />
j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M ▷ 5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where you can't link neither j.L nor 5L/2L.<br />
<br />
SD > j.M > j.214M into j.236M extension works at further from the corner than you'd expect. Thus from any stray SD or raw tag, Goku can easily convert into a full combo.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen.<br />
* Values in [ ] is when the opponent is in untech time (air hitstun).<br />
* Small ground bounces and sliding knockdown on Smash hit.<br />
While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend.<br />
<br />
A lot stronger as a jump in double overhead compares to j.236L, as the animation is more ambiguous, it can't whiff, and on hit you can extend with Vanish. It can be used as a decent Spark bait thanks to being full invul during the teleport.<br />
<br />
Teleport comes from the direction ''Goku's'' facing and not the opponent's. So a cross-up dash jump into j.236H will hit from their back for a double cross-up. Doing it after an airdash, double jump or super jump won't work because Goku will turn around.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Flurry Kick</font>======<br />
{{MoveData<br />
|name=Flurry Kick<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_SSGoku_FlurryKick.png |caption=TATSUMAKI SENPUKYAKU<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground versions don't have Head attribute.<br />
* Always pushes Goku forward.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version keeps grounded opponent standing.<br />
j.214L after a blocked SD (yours or the opponent's) is a good check to see if they are pressing any button since it has startup of a j.L but with a big hitbox.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has great corner carry.<br />
* Smash on last hit. Smash hit wall splats, can link into SD in the corner.<br />
* Smash 5MMM wall bounces.<br />
* Ground version recovers in the air.<br />
Borderline suicidal to use in neutral. It is mostly used in corner BnBs.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has amazing corner carry.<br />
* Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen.<br />
* Ground version recovers in the air.<br />
H versions don't have enough utilities to justify the 1 bar they spend. Can be used as a pseudo fullscreen "airdash" to traverse around the screen, but it ''really'' leaves you wide open...<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Kamehameha</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=236S (Air OK)<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 />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both versions can be angled by holding {{2}} or {{8}} after the input.<br />
* Ground and air sideways wall splat on hit.<br />
* Ground aimed up and air aimed down launches on hit.<br />
* Jails into Vanish.<br />
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. Tk.236S[2] is also a very efficient cross-up fake out.<br />
<br />
2H (blocked) > j.236S[2] cannot be mashed back, counter 2H'd, or jumped out due to it only having a 3f gap. If they try one of those things and get hit in the corner, he can combo straight into 2M and do a full combo. Goku's in a safe-ish range doing this midscreen, but it's still best to Vanish and take your plus frames.<br />
<br />
Note that the opponent ''can'' hard read the Kame with Reflect, at which point there isn't much you can do if you have no assists to back you up. Definitely ''do not'' panic (or auto-pilot) Vanish and put yourself in the corner if you see the Reflect.<br />
}}<br />
}}<br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=Assist A<br />
|image=DBFZ_SSGoku_Kamehameha.png |caption=Neutral 101<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall splats.<br />
The beam will wash away everything on ground level, letting you approach pretty much risk-free. It's also really good at covering for mixups. Goku assist into tick throw DR is extremely good due to the colors of the two blending together.<br />
<br />
As a combo extension tool, it's rather lacking midscreen, but really good in the corner. It's typically used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into snapbacks.<br />
}}<br />
}}<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Flurry Kick<br />
|input=Assist B<br />
|image=DBFZ_SSGoku_???.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Dragon Storm<br />
|input=Assist C<br />
|image=DBFZ_SSGoku_???.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Super Kamehameha</font>======<br />
{{MoveData<br />
|name=Super Kamehameha<br />
|input=236L+M (Air OK)<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 />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both versions can be angled by holding {{2}} or {{8}} after the input. Angled Kames at close range will hold them in place until the last hit.<br />
* Values in [ ] are for angled versions.<br />
* Aimed down version causes a sliding knockdown.<br />
* Minimum damage: Straight: 77*10 (770), Ground aimed up: 81*10 (810), Air aimed down: 75*10 (750).<br />
j.236LM[2] can set up safe jumps if Goku isn't too high up and still has his air options. By airdashing after the super has ended into falling j.H, this covers every wakeup options beside delayed wakeup.<br />
<br />
DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique DHC-nergies like down Kame into Piccolo's fully charged SBC at high up, or down Kame, AGohan Lv1 (whiff), DR, etc.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Warp Kamehameha</font>======<br />
{{MoveData<br />
|name=Warp Kamehameha<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_SSGoku_WarpKamehameha.png |caption=<br />
|image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2="I'll be sure to visit your grave!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports to the ground and to the opponent's back during the super freeze.<br />
* Minimum damage: 81*10 (810).<br />
Almost identical to grounded Super Kamehameha aimed up, but thanks to the teleport it can actually hit from midscreen. Its only real downside is the sideswitch.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Meteor Smash</font>======<br />
{{MoveData<br />
|name=Meteor Smash<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_SSGoku_MeteorSmash.png |caption=Oh, is it gonna kill?<br />
|image2=DBFZ_SSGoku_MeteorSmash2.png |caption2=NO WAY IT KILLED!!1!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Stays grounded, teleports to the opponent's back after the super freeze.<br />
* Causes a hard knockdown on hit, positions them at the opposite edge of the screen.<br />
* Minimum damage: 1759.<br />
Goku's only invincible reversal. On hit, the easy universal safejump is (buffered) dash jump j.M.<br />
<br />
Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 and Yamcha).<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/SS_Goku&diff=141543DBFZ/SS Goku2020-02-13T01:42:36Z<p>67.186.80.30: /* Assist C */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku (Super Saiyan)<br />
|-<br />
||<br />
[[File:DBFZ_SS Goku_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:{{PAGENAME}}/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced<br />
;Team Role<br />
:Anchor<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 friends, his planet, and even his universe, but through these hardships he has pushed himself further and further beyond, unlocking the legendary power of Super Saiyan after his friend, Krillin, was killed by Frieza. Even under constant threats, Goku has stepped up, pushing himself in order 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 />
* High average damage, especially in the corner.<br />
* Has an anywhere, meterless sliding knockdown.<br />
* His buttons range from good to amazing, with one of the best 2M in the game.<br />
* Amazing stagger pressure with 4LL, and most of his normals being safe on block.<br />
* One of the few beam assist in the game.<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 />
* Mix-up is basic. He generally has to rely on universal options to open up opponents. <br />
* While he has options for every situation, he is generally outclassed by specialist characters.<br />
* "And once everyone has beam assists... nobody will be super."<br />
|-<br />
|}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_SSGoku_5L.png |caption=<br />
|image2=DBFZ_SSGoku_5LL.png |caption2=<br />
|image3=DBFZ_SSGoku_5LLL.png |caption3=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Basic jab. Identical startup as 2L, but has more active frames and longer range for catching airborne opponents.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Has less range than his other mediums though so make sure not to whiff with this move.<br />
<br />
Mostly used as combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Stays grounded.<br />
* Jails into Vanish on its own, or true string into 236S and then Vanish.<br />
* 5LLL > SD is not 2H-able in the corner (3f gap in the corner and 4f midscreen).<br />
Offers no mix-up potential and is very niche as a combo filler. The strength of this move is its huge blockstun, being one of the few normals in the game that can jail into Vanish.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_SSGoku_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
An okay button on its own, though overshadowed by 2M. It's negative on block so beware of ending blockstring with this during stagger.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_SSGoku_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall splats on Smash hit.<br />
* Non-Smash can still combo into Super Dash in the corner.<br />
A standard 5H, though the combination of startup and active allows this to beat Solo Guard Cancel clean on reaction.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_SSGoku_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Mash or hold S to shoot all 6 Ki blasts even on whiff.<br />
* Last Ki blast launches on hit.<br />
Really good button to stagger with as it's safe and push the opponent out a decent amount.<br />
<br />
In neutral, you should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_SSGoku_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Inferior to 5L in almost every way. Though it's not a bad button to mash out of pressure.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_SSGoku_2M.png |caption=God normal<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Great range and very active hitbox.<br />
* Launches on hit.<br />
This amazing 2M and the damage Goku gets from it is why his stagger is so scary. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. You can also just throw this out in neutral/scrambles and watch as they get hit by it second guessing themselves.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_SSGoku_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Puts Goku airborne.<br />
* Smash hit combos into Super Dash.<br />
Go to anti-air. On block, cancel into j.214L to be safe.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_SSGoku_2S.png |caption=Hitstun in a can<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Keeps grounded opponent standing on hit.<br />
Insane combo filler. It combos straight into SD, can link into super jump j.L or even itself at the right height. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_SSGoku_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead.<br />
* Uses the same hitboxes and hurtboxes of Goku's j.H.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_SSGoku_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Just another jab. Not really good for fuzzy as rising j.L can only hit very tall characters.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_SSGoku_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Great air-to-air. IAD j.M is also Goku's best cross-up option. On hit, confirms with 2M or j.S into microdash 5L, depending on the height.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_SSGoku_jH.png |caption=Hammer<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall bounces on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a sliding knockdown on Smash hit.<br />
Go-to jump in.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_SSGoku_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Stalls momentum temporarily.<br />
Jump back j.S is a decent keep away. Can also be used higher up to snipe grounded opponent, but beware of the landing recovery.<br />
<br />
This is also another great combo filler, being used in all combos from basic BnBs to advanced Sparking loops.<br />
<br />
On safe jumps, j.M (or j.H) 4S is an OS that gives j.M > j.S on hit or a Reflect on whiff.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_SSGoku_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Pushes Goku forward.<br />
* Smash hit combos into Super Dash.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Dragon Flash Fist</font>======<br />
{{MoveData<br />
|name=Dragon Flash Fist<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_SSGoku_DragonFlashFist.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* All ground versions don't have Head attribute.<br />
* Removes any landing recovery.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sliding knockdown on Smash hit. Can easily combo into Supers.<br />
* Goes half screen.<br />
j.S > j.236L is Goku's anywhere meterless sliding knockdown. Though the oki is slightly worse than Smash j.H, and it'll drop at higher hitstun decay.<br />
<br />
Can be done after a jump in as a double overhead of sort, but the reward isn't great, it can whiff over them, and you're wide open as you're charging forward.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Small ground bounces and sliding knockdown on Smash hit.<br />
* Goes almost fullscreen.<br />
j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M ▷ 5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where you can't link neither j.L nor 5L/2L.<br />
<br />
SD > j.M > j.214M into j.236M extension works at further from the corner than you'd expect. Thus from any stray SD or raw tag, Goku can easily convert into a full combo.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen.<br />
* Values in [ ] is when the opponent is in untech time (air hitstun).<br />
* Small ground bounces and sliding knockdown on Smash hit.<br />
While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend.<br />
<br />
A lot stronger as a jump in double overhead compares to j.236L, as the animation is more ambiguous, it can't whiff, and on hit you can extend with Vanish. It can be used as a decent Spark bait thanks to being full invul during the teleport.<br />
<br />
Teleport comes from the direction ''Goku's'' facing and not the opponent's. So a cross-up dash jump into j.236H will hit from their back for a double cross-up. Doing it after an airdash, double jump or super jump won't work because Goku will turn around.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Flurry Kick</font>======<br />
{{MoveData<br />
|name=Flurry Kick<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_SSGoku_FlurryKick.png |caption=TATSUMAKI SENPUKYAKU<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground versions don't have Head attribute.<br />
* Always pushes Goku forward.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version keeps grounded opponent standing.<br />
j.214L after a blocked SD (yours or the opponent's) is a good check to see if they are pressing any button since it has startup of a j.L but with a big hitbox.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has great corner carry.<br />
* Smash on last hit. Smash hit wall splats, can link into SD in the corner.<br />
* Smash 5MMM wall bounces.<br />
* Ground version recovers in the air.<br />
Borderline suicidal to use in neutral. It is mostly used in corner BnBs.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has amazing corner carry.<br />
* Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen.<br />
* Ground version recovers in the air.<br />
H versions don't have enough utilities to justify the 1 bar they spend. Can be used as a pseudo fullscreen "airdash" to traverse around the screen, but it ''really'' leaves you wide open...<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Kamehameha</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=236S (Air OK)<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 />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both versions can be angled by holding {{2}} or {{8}} after the input.<br />
* Ground and air sideways wall splat on hit.<br />
* Ground aimed up and air aimed down launches on hit.<br />
* Jails into Vanish.<br />
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. Tk.236S[2] is also a very efficient cross-up fake out.<br />
<br />
2H (blocked) > j.236S[2] cannot be mashed back, counter 2H'd, or jumped out due to it only having a 3f gap. If they try one of those things and get hit in the corner, he can combo straight into 2M and do a full combo. Goku's in a safe-ish range doing this midscreen, but it's still best to Vanish and take your plus frames.<br />
<br />
Note that the opponent ''can'' hard read the Kame with Reflect, at which point there isn't much you can do if you have no assists to back you up. Definitely ''do not'' panic (or auto-pilot) Vanish and put yourself in the corner if you see the Reflect.<br />
}}<br />
}}<br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=Assist A<br />
|image=DBFZ_SSGoku_Kamehameha.png |caption=Neutral 101<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall splats.<br />
The beam will wash away everything on ground level, letting you approach pretty much risk-free. It's also really good at covering for mixups. Goku assist into tick throw DR is extremely good due to the colors of the two blending together.<br />
<br />
As a combo extension tool, it's rather lacking midscreen, but really good in the corner. It's typically used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into snapbacks.<br />
}}<br />
}}<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Flurry Kick<br />
|input=Assist B<br />
|image=DBFZ_SSGoku_???.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Dragon Storm<br />
|input=Assist C<br />
|image=DBFZ_SSGoku_???.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Super Kamehameha</font>======<br />
{{MoveData<br />
|name=Super Kamehameha<br />
|input=236L+M (Air OK)<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 />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both versions can be angled by holding {{2}} or {{8}} after the input. Angled Kames at close range will hold them in place until the last hit.<br />
* Values in [ ] are for angled versions.<br />
* Aimed down version causes a sliding knockdown.<br />
* Minimum damage: Straight: 77*10 (770), Ground aimed up: 81*10 (810), Air aimed down: 75*10 (750).<br />
j.236LM[2] can set up safe jumps if Goku isn't too high up and still has his air options. By airdashing after the super has ended into falling j.H, this covers every wakeup options beside delayed wakeup.<br />
<br />
DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique DHC-nergies like down Kame into Piccolo's fully charged SBC at high up, or down Kame, AGohan Lv1 (whiff), DR, etc.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Warp Kamehameha</font>======<br />
{{MoveData<br />
|name=Warp Kamehameha<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_SSGoku_WarpKamehameha.png |caption=<br />
|image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2="I'll be sure to visit your grave!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports to the ground and to the opponent's back during the super freeze.<br />
* Minimum damage: 81*10 (810).<br />
Almost identical to grounded Super Kamehameha aimed up, but thanks to the teleport it can actually hit from midscreen. Its only real downside is the sideswitch.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Meteor Smash</font>======<br />
{{MoveData<br />
|name=Meteor Smash<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_SSGoku_MeteorSmash.png |caption=Oh, is it gonna kill?<br />
|image2=DBFZ_SSGoku_MeteorSmash2.png |caption2=NO WAY IT KILLED!!1!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Stays grounded, teleports to the opponent's back after the super freeze.<br />
* Causes a hard knockdown on hit, positions them at the opposite edge of the screen.<br />
* Minimum damage: 1759.<br />
Goku's only invincible reversal. On hit, the easy universal safejump is (buffered) dash jump j.M.<br />
<br />
Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 and Yamcha).<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/SS_Goku&diff=141542DBFZ/SS Goku2020-02-13T01:42:23Z<p>67.186.80.30: /* Assist B */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Goku (Super Saiyan)<br />
|-<br />
||<br />
[[File:DBFZ_SS Goku_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:{{PAGENAME}}/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced<br />
;Team Role<br />
:Anchor<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 friends, his planet, and even his universe, but through these hardships he has pushed himself further and further beyond, unlocking the legendary power of Super Saiyan after his friend, Krillin, was killed by Frieza. Even under constant threats, Goku has stepped up, pushing himself in order 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 />
* High average damage, especially in the corner.<br />
* Has an anywhere, meterless sliding knockdown.<br />
* His buttons range from good to amazing, with one of the best 2M in the game.<br />
* Amazing stagger pressure with 4LL, and most of his normals being safe on block.<br />
* One of the few beam assist in the game.<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 />
* Mix-up is basic. He generally has to rely on universal options to open up opponents. <br />
* While he has options for every situation, he is generally outclassed by specialist characters.<br />
* "And once everyone has beam assists... nobody will be super."<br />
|-<br />
|}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_SSGoku_5L.png |caption=<br />
|image2=DBFZ_SSGoku_5LL.png |caption2=<br />
|image3=DBFZ_SSGoku_5LLL.png |caption3=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Basic jab. Identical startup as 2L, but has more active frames and longer range for catching airborne opponents.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Has less range than his other mediums though so make sure not to whiff with this move.<br />
<br />
Mostly used as combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Stays grounded.<br />
* Jails into Vanish on its own, or true string into 236S and then Vanish.<br />
* 5LLL > SD is not 2H-able in the corner (3f gap in the corner and 4f midscreen).<br />
Offers no mix-up potential and is very niche as a combo filler. The strength of this move is its huge blockstun, being one of the few normals in the game that can jail into Vanish.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_SSGoku_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
An okay button on its own, though overshadowed by 2M. It's negative on block so beware of ending blockstring with this during stagger.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_SSGoku_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall splats on Smash hit.<br />
* Non-Smash can still combo into Super Dash in the corner.<br />
A standard 5H, though the combination of startup and active allows this to beat Solo Guard Cancel clean on reaction.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_SSGoku_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Mash or hold S to shoot all 6 Ki blasts even on whiff.<br />
* Last Ki blast launches on hit.<br />
Really good button to stagger with as it's safe and push the opponent out a decent amount.<br />
<br />
In neutral, you should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_SSGoku_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Inferior to 5L in almost every way. Though it's not a bad button to mash out of pressure.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_SSGoku_2M.png |caption=God normal<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Great range and very active hitbox.<br />
* Launches on hit.<br />
This amazing 2M and the damage Goku gets from it is why his stagger is so scary. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. You can also just throw this out in neutral/scrambles and watch as they get hit by it second guessing themselves.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_SSGoku_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Puts Goku airborne.<br />
* Smash hit combos into Super Dash.<br />
Go to anti-air. On block, cancel into j.214L to be safe.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_SSGoku_2S.png |caption=Hitstun in a can<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Keeps grounded opponent standing on hit.<br />
Insane combo filler. It combos straight into SD, can link into super jump j.L or even itself at the right height. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_SSGoku_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead.<br />
* Uses the same hitboxes and hurtboxes of Goku's j.H.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_SSGoku_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Just another jab. Not really good for fuzzy as rising j.L can only hit very tall characters.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_SSGoku_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Great air-to-air. IAD j.M is also Goku's best cross-up option. On hit, confirms with 2M or j.S into microdash 5L, depending on the height.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_SSGoku_jH.png |caption=Hammer<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall bounces on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a sliding knockdown on Smash hit.<br />
Go-to jump in.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_SSGoku_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Stalls momentum temporarily.<br />
Jump back j.S is a decent keep away. Can also be used higher up to snipe grounded opponent, but beware of the landing recovery.<br />
<br />
This is also another great combo filler, being used in all combos from basic BnBs to advanced Sparking loops.<br />
<br />
On safe jumps, j.M (or j.H) 4S is an OS that gives j.M > j.S on hit or a Reflect on whiff.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_SSGoku_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Pushes Goku forward.<br />
* Smash hit combos into Super Dash.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Dragon Flash Fist</font>======<br />
{{MoveData<br />
|name=Dragon Flash Fist<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_SSGoku_DragonFlashFist.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* All ground versions don't have Head attribute.<br />
* Removes any landing recovery.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sliding knockdown on Smash hit. Can easily combo into Supers.<br />
* Goes half screen.<br />
j.S > j.236L is Goku's anywhere meterless sliding knockdown. Though the oki is slightly worse than Smash j.H, and it'll drop at higher hitstun decay.<br />
<br />
Can be done after a jump in as a double overhead of sort, but the reward isn't great, it can whiff over them, and you're wide open as you're charging forward.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Small ground bounces and sliding knockdown on Smash hit.<br />
* Goes almost fullscreen.<br />
j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M ▷ 5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where you can't link neither j.L nor 5L/2L.<br />
<br />
SD > j.M > j.214M into j.236M extension works at further from the corner than you'd expect. Thus from any stray SD or raw tag, Goku can easily convert into a full combo.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen.<br />
* Values in [ ] is when the opponent is in untech time (air hitstun).<br />
* Small ground bounces and sliding knockdown on Smash hit.<br />
While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend.<br />
<br />
A lot stronger as a jump in double overhead compares to j.236L, as the animation is more ambiguous, it can't whiff, and on hit you can extend with Vanish. It can be used as a decent Spark bait thanks to being full invul during the teleport.<br />
<br />
Teleport comes from the direction ''Goku's'' facing and not the opponent's. So a cross-up dash jump into j.236H will hit from their back for a double cross-up. Doing it after an airdash, double jump or super jump won't work because Goku will turn around.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Flurry Kick</font>======<br />
{{MoveData<br />
|name=Flurry Kick<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_SSGoku_FlurryKick.png |caption=TATSUMAKI SENPUKYAKU<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground versions don't have Head attribute.<br />
* Always pushes Goku forward.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version keeps grounded opponent standing.<br />
j.214L after a blocked SD (yours or the opponent's) is a good check to see if they are pressing any button since it has startup of a j.L but with a big hitbox.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has great corner carry.<br />
* Smash on last hit. Smash hit wall splats, can link into SD in the corner.<br />
* Smash 5MMM wall bounces.<br />
* Ground version recovers in the air.<br />
Borderline suicidal to use in neutral. It is mostly used in corner BnBs.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has amazing corner carry.<br />
* Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen.<br />
* Ground version recovers in the air.<br />
H versions don't have enough utilities to justify the 1 bar they spend. Can be used as a pseudo fullscreen "airdash" to traverse around the screen, but it ''really'' leaves you wide open...<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Kamehameha</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=236S (Air OK)<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 />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both versions can be angled by holding {{2}} or {{8}} after the input.<br />
* Ground and air sideways wall splat on hit.<br />
* Ground aimed up and air aimed down launches on hit.<br />
* Jails into Vanish.<br />
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. Tk.236S[2] is also a very efficient cross-up fake out.<br />
<br />
2H (blocked) > j.236S[2] cannot be mashed back, counter 2H'd, or jumped out due to it only having a 3f gap. If they try one of those things and get hit in the corner, he can combo straight into 2M and do a full combo. Goku's in a safe-ish range doing this midscreen, but it's still best to Vanish and take your plus frames.<br />
<br />
Note that the opponent ''can'' hard read the Kame with Reflect, at which point there isn't much you can do if you have no assists to back you up. Definitely ''do not'' panic (or auto-pilot) Vanish and put yourself in the corner if you see the Reflect.<br />
}}<br />
}}<br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=Assist A<br />
|image=DBFZ_SSGoku_Kamehameha.png |caption=Neutral 101<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall splats.<br />
The beam will wash away everything on ground level, letting you approach pretty much risk-free. It's also really good at covering for mixups. Goku assist into tick throw DR is extremely good due to the colors of the two blending together.<br />
<br />
As a combo extension tool, it's rather lacking midscreen, but really good in the corner. It's typically used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into snapbacks.<br />
}}<br />
}}<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Flurry Kick<br />
|input=Assist B<br />
|image=DBFZ_SSGoku_???.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=???<br />
|input=Assist C<br />
|image=DBFZ_SSGoku_???.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Super Kamehameha</font>======<br />
{{MoveData<br />
|name=Super Kamehameha<br />
|input=236L+M (Air OK)<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 />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both versions can be angled by holding {{2}} or {{8}} after the input. Angled Kames at close range will hold them in place until the last hit.<br />
* Values in [ ] are for angled versions.<br />
* Aimed down version causes a sliding knockdown.<br />
* Minimum damage: Straight: 77*10 (770), Ground aimed up: 81*10 (810), Air aimed down: 75*10 (750).<br />
j.236LM[2] can set up safe jumps if Goku isn't too high up and still has his air options. By airdashing after the super has ended into falling j.H, this covers every wakeup options beside delayed wakeup.<br />
<br />
DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique DHC-nergies like down Kame into Piccolo's fully charged SBC at high up, or down Kame, AGohan Lv1 (whiff), DR, etc.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Warp Kamehameha</font>======<br />
{{MoveData<br />
|name=Warp Kamehameha<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_SSGoku_WarpKamehameha.png |caption=<br />
|image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2="I'll be sure to visit your grave!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports to the ground and to the opponent's back during the super freeze.<br />
* Minimum damage: 81*10 (810).<br />
Almost identical to grounded Super Kamehameha aimed up, but thanks to the teleport it can actually hit from midscreen. Its only real downside is the sideswitch.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Meteor Smash</font>======<br />
{{MoveData<br />
|name=Meteor Smash<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_SSGoku_MeteorSmash.png |caption=Oh, is it gonna kill?<br />
|image2=DBFZ_SSGoku_MeteorSmash2.png |caption2=NO WAY IT KILLED!!1!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Stays grounded, teleports to the opponent's back after the super freeze.<br />
* Causes a hard knockdown on hit, positions them at the opposite edge of the screen.<br />
* Minimum damage: 1759.<br />
Goku's only invincible reversal. On hit, the easy universal safejump is (buffered) dash jump j.M.<br />
<br />
Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 and Yamcha).<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Bardock&diff=141535DBFZ/Bardock2020-02-13T01:25:25Z<p>67.186.80.30: /* Strengths/Weaknesses */</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 />
{{#lsth:{{PAGENAME}}/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Air Dash, Dash Type: Run<br />
;Play-style<br />
:Rushdown<br />
;Team Role<br />
:Point, Middle<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... (NOTE: This rendition of Bardock has been retconned, and his rendition in the movie ''Dragon Ball Super: Broly'' is considered "canon".)<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 />
* Incredibly solid buttons; a good balance in speed and range.<br />
* Amazing stagger pressure capabilities. Almost all of his buttons are safe on block, making it very easy to reset pressure and refresh assists. <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 />
* 5LL bring opponents to the ground for easy hit confirms.<br />
* Basic, but effective assist. Can be thrown out in neutral and during combos; truely has flexibility.<br />
* Has very fast supers which, if DHC'd into from longer supers, can extend combos.<br />
| style="width: 50%;"|<br />
* Somewhat limited high/low mixups without assists. Has to rely on Assisted SD 50/50s and good stagger pressure in order to opponent up opponents.<br />
* While he does have amazing neutral game options, he generally needs assists to accompany him with his options.<br />
|-<br />
|}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Bardock_5L.png |caption=<br />
|image2=DBFZ_Bardock_5LL.png |caption2=<br />
|image3=DBFZ_Bardock_5LLL.png |caption3=Certified eSports<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be canceled into from itself, even on whiff.<br />
* Jump cancelable on hit.<br />
Bardock does a gut punch that moves him forward slightly. Has deceptively long range and very fast start-up speed, making it a great button for contesting the opponents pressure or to anti-air opponents who IAD.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be canceled into from 5L, even on whiff.<br />
* Jump cancelable on hit.<br />
* Groundbounces airborne opponents.<br />
* Auto-corrects on side switch.<br />
Bardock does a two-handed downward smash that moves him forward slightly. Its infamously large hitbox, auto-correction, and fantastic scaling makes this an attack to be feared. Drags down arieal opponents for a full combo conversion.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be canceled into from 5LL, even on whiff.<br />
* Auto-corrects on side switch.<br />
Bardock does an uppercut that moves him forward. Just like the other two attacks in his auto combo, this move has a massive hitbox that can snipe airborne opponents, which when combined with its forward movement and auto-correction makes it track the opponent's movement. Forces a Smash, even if it has already been used in a combo, though Bardock doesn't use this for his optimal combos.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Bardock_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Decent range 5M. Can be used aggressively in neutral and leads to solid damage.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Bardock_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Disjointed hitbox swing.<br />
* Mostly blockstring filler.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Bardock_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Bardock shoots a ki blast. Causes soft knockdown on hit.<br />
* Can only shoot one blast a time.<br />
* Somewhat underwhelming in neutral, although it can confirm into 236H at any range, giving it some utility. It is however one of the stronger 5S normals in the game when used in pressure. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Bardock_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Bardock does a low kick.<br />
* Integral part of Bardock's pressure/mixup because it serves as his fastest low.<br />
* Decent pressure starter in conjunction with 5L since it can stagger into itself and gatling into other normals.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Bardock_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Bardock crouches and does a sweep kick.<br />
* Another surprisingly good stagger tool.<br />
Bardock's party starter. All of your highest-damaging combos start with this bad boy, including ToD's.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Bardock_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<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;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Bardock_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<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;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Bardock_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<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;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Bardock_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<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;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Bardock_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Bardock does a two-handed overhead smash.<br />
* Prime jump-in against tall opponents because it sets up a fuzzy guard mixup, more in Strategy.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Bardock_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<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;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Bardock_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Bardock does an upward kick.<br />
* Used in some corner setups for it's momentum changing properties.<br />
Bardock's main combo filler. Used for it's Smash property of enabling a slide knockdown and used in non-Smash combos for it's damage and jump cancel.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Rebellion Spear</font>======<br />
{{MoveData<br />
|name=Rebellion Spear<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Bardock_RebellionSpear.png |caption=Ground<br />
|image2=DBFZ_Bardock_RebellionSpear-Air.png |caption2=Air<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackVersion|name=Ground M|subtitle=or 236H > L/M/H on hit}}<br />
{{#lsth:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M|subtitle=or j.236H > L/M/H on hit}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Damage depends on distance.<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 />
* Aerial version is only U1+ Smash on air-to-air hit.<br />
The medium version of his lariat has some niche uses during neutral. It can be used to intercept opponents who press buttons in the air, both on the ground and in the air. Despite this, the reward isn't anything significant, as vanish is mandatory to extend combos.<br />
<br />
With the recovery on this move heavily nerfed, it can no longer be used as a mix-up tool during blockstrings. The opponent can now guard high and react to 2L very consitantly. He is now required to discover other methods to setup 50/50 mix-ups.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Damage depends on distance: midscreen → midscreen to almost fullscreen → 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 Ki.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Raging Meteor</font>======<br />
{{MoveData<br />
|name=Raging Meteor<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Bardock_RagingMeteor.png |caption="RUNNIN YA FADE WITH STYLE"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Last hit is an overhead<br />
* Smash on last hit<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a short sliding knockdown.<br />
Now your main combo ender in most scenarios, as j.214M can no longer be comboed into. As a result though, it now causes sliding knockdown, and is a pretty good substitute for j.214M, only slightly reducing Bardock's total damage. Gives terrible oki midscreen however, meaning you probably want to end combos with j.LLL midscreen instead, as you are put much closer and can still do supers. In the corner this problem is negated and is still your go-to ender there, however you might be better off ending with j.LLL in the corner due to the trouble of landing a super after this. This is useful to use if you have too much hitstun to combo into j.S 214M.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a ground bounce sliding knockdown.<br />
Mostly used on the ground for combos, though in the corner you can combo into this by doing a basic air combo into j.S j.214M. You have a much easier window to combo into supers from this, so it is recommended. It also gives much better oki than 214L.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a ground bounce sliding knockdown.<br />
Okay for some extra damage, however due to the other Raging Meteors now causing SKD at all times, this has somewhat lost it's utility.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Tyrant Lancer</font>======<br />
{{MoveData<br />
|name=Tyrant Lancer<br />
|input=236S<br />
|image=DBFZ_Bardock_TyrantLancer1.png |caption=''"Too slow."''<br />
|image2=DBFZ_Bardock_TyrantLancer2.png |caption2=''"Get out of here!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#lsth:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wallbounces in the corner.<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 />
{{AttackVersion|name=Charged}}<br />
{{#lsth:{{PAGENAME}}/Data|236[S]}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Wallbounces.<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 />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Rebellion Spear<br />
|input=Assist A<br />
|image=DBFZ_Bardock_RebellionSpear-L.png |caption=LARIAT<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Very fast.<br />
* Leaves opponent standing on grounded hit.<br />
* Sends opponent flying horizontally on air hit. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=???<br />
|input=Assist B<br />
|image=DBFZ_Bardock_???.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
<br />
}}<br />
}}<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=???<br />
|input=Assist C<br />
|image=DBFZ_Bardock_???.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Riot Javelin</font>======<br />
{{MoveData<br />
|name=Riot Javelin<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Bardock_RiotJavelin.png |caption=''"This will change '''everything!'''"''<br />
|image2=DBFZ_Bardock_RiotJavelin2.png |caption2=''YEET''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 1 Ki Gauge.<br />
* Hold up or down to aim the ground version upwards, and air version downwards. Downward version causes a ground bounce even at high up.<br />
* Normal version has minimum damage of 814, downward is 748.<br />
* As Saiyan Spirit follow-up, only does half the damage.<br />
* If you Ultimate Z-Change into this move in the corner, Bardock will be pushed out of the corner, seemingly to allow you to aim it easily.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Saiyan Spirit</font>======<br />
{{MoveData<br />
|name=Saiyan Spirit<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_Bardock_SaiyanSpirit.png |caption=''"No!"''<br />
|image2=DBFZ_Bardock_SaiyanSpirit2.png |caption2='''''"None of that!"'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 1 Ki Gauge.<br />
* Invincible on startup.<br />
* Goes just over half screen, only does 1590 if hits at the tip.<br />
* Minimum damage: 395, 318.<br />
* Can be followed up with Riot Javelin by pressing L/M/H/S 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. As of Season 2 however, this scales the damage heavily and is not reccomended.<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;font-size:0">Revenge Assault</font>======<br />
{{MoveData<br />
|name=Revenge Assault<br />
|input=214L+M or 214H+S (Air OK)<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 />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|8|text=<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 players on hit even when used in the air.<br />
* 1718 minimum damage.<br />
* Opponent is positioned significantly away from Bardock after his level 3 animation effect, significantly weakening its 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.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Bardock]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/SS_Goku&diff=138100DBFZ/SS Goku2019-12-18T23:18:18Z<p>67.186.80.30: /* Strengths/Weaknesses */</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 />
{{#lsth:{{PAGENAME}}/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced<br />
;Team Role<br />
:Anchor<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 friends, his planet, and even his universe, but through these hardships he has pushed himself further and further beyond, unlocking the legendary power of Super Saiyan after his friend, Krillin, was killed by Frieza. Even under constant threats, Goku has stepped up, pushing himself in order 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 />
* High average damage, especially in the corner.<br />
* Has an anywhere, meterless sliding knockdown.<br />
* His buttons range from good to amazing, with one of the best 2M in the game.<br />
* Amazing stagger pressure with 4LL, and most of his normals being safe on block.<br />
* One of the few beam assist in the game.<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 />
* Mix-up is basic. He generally has to rely on universal options to open up opponents. <br />
* While he has options for every situation, he is generally outclassed by specialist characters.<br />
|-<br />
|}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_SSGoku_5L.png |caption=<br />
|image2=DBFZ_SSGoku_5LL.png |caption2=<br />
|image3=DBFZ_SSGoku_5LLL.png |caption3=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Basic jab.<br />
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 and a better hitbox for catching airborne opponents.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Has less range than his other mediums though so make sure not to whiff with this move.<br />
<br />
Mostly used as combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Stays grounded<br />
* Can link into j.L in the corner<br />
* Jails into Vanish<br />
Offers no mix-up potential and doesn't provide him any combos that are as damaging as his other routes. The hitbox while reaches behind him is also firmly horizontal which prevents it from connecting after his 5LL hits an airborne opponent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_SSGoku_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Decent range<br />
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.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_SSGoku_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall splats on Smash hit.<br />
* Non-Smash can still combo into Super Dash in the corner.<br />
Staggered 5H can beat Solo Guard Cancel thanks to its "privileged" frame data.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_SSGoku_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Mash or hold S to shoot all 6 Ki blasts.<br />
* Last Ki blast launches.<br />
You should always only use 2 Ki blasts. Shooting less is safer, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_SSGoku_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A lower jab.<br />
Inferior to 5L in almost every way. Though it's not a bad button to use to mash out of pressure.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_SSGoku_2M.png |caption=God normal<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Great range and very active hitbox.<br />
* Launches on hit.<br />
Absolutely vital to Goku's gameplan. 2M 2M and 5S 2M beat mashing more often than you'd expect.<br />
<br />
This amazing 2M and the damage Goku gets from it is why you have to respect his stagger. One wrong move and you can easily lose 5k. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_SSGoku_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Puts him airborne.<br />
* Smash hit combos into Super Dash.<br />
Go to anti-air. On block, cancelling into j.236S[2] will beat counter 2H attempts.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_SSGoku_2S.png |caption=Hitstun in a can<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Keeps grounded opponent standing.<br />
2S > SD and 2S 2S both true combo on airborne opponent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_SSGoku_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead.<br />
* Uses the same hitboxes and hurtboxes of Goku's j.H.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_SSGoku_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Just another jab.<br />
Go-to fuzzy normal. Though it's not as good as other j.Ls.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_SSGoku_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Decent range.<br />
IAD j.M is Goku's best cross-up option. On hit, confirms with j.S into microdash 5L.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_SSGoku_jH.png |caption=Hammer<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall bounces on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a sliding knockdown on Smash hit.<br />
Go-to jump in. On safe jumps, j.H 4S is an OS that gives j.H > j.S on hit or a Reflect on whiff.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_SSGoku_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Jump back j.S is a decent keep away. Can also be used higher up to snipe grounded opponent, but beware of the landing recovery.<br />
<br />
This is also a fantastic combo filler, being used in all combos from basic BnBs to advanced loops. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_SSGoku_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Smash hit combos into Super Dash.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Dragon Flash Fist</font>======<br />
{{MoveData<br />
|name=Dragon Flash Fist<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_SSGoku_DragonFlashFist.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground versions don't have Head attribute.<br />
* Removes any landing recovery.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sliding knockdown on Smash hit. Can combo into Supers.<br />
* Goes half screen.<br />
j.S > j.236L is his anywhere meterless sliding knockdown. Though the oki is slightly worse than Smash j.H, and it'll drop at higher hitstun decay.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground bounces and sliding knockdown on Smash hit.<br />
* Goes almost fullscreen.<br />
j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M ▷ 5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where j.236M ▷ 5L/2L doesn't work.<br />
<br />
SD > j.214M into j.236M extension works at further from the corner than you'd expect. This extension is also Goku's highest damaging combo route.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen.<br />
* Values in [ ] is when the opponent is in untech time (air hitstun).<br />
* Ground bounces and sliding knockdown on Smash hit.<br />
While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend.<br />
<br />
Teleport comes from the direction ''Goku's'' facing and not the opponent's. So a cross-up normal jump into j.236H will hit from their back. IAD and super jump won't work because he will turn around.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Flurry Kick</font>======<br />
{{MoveData<br />
|name=Flurry Kick<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_SSGoku_FlurryKick.png |caption=TATSUMAKI SENPUKYAKU<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground versions don't have Head attribute.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version keeps grounded opponent standing.<br />
j.214L after a blocked SD (yours or the opponent's) is a decent check to see if they are pressing any button.<br />
<br />
Its fast startup also makes it able to combo from non-Smash j.H and j.2H.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has great corner carry.<br />
* Smash on last hit. Smash hit wall splats, can link into SD in the corner.<br />
* Smash 5MMM wall bounces.<br />
* Ground version recovers in the air.<br />
Absolutely suicidal to use in neutral. It is mostly used in corner BnBs.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen.<br />
* Ground version recovers in the air.<br />
Similar to M versions. H versions don't have enough utilities to justify the 1 bar they spend.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Kamehameha</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=236S (Air OK)<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 />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both versions can be angled by holding {{2}} or {{8}} after the input.<br />
* Ground and air sideways wall splat.<br />
* Ground aimed up and air aimed down launches.<br />
* Jails into Vanish.<br />
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. Tk.236S[2] is also a very efficient cross-up fake out.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=A1/A2<br />
|image=DBFZ_SSGoku_Kamehameha.png |caption=Neutral 101<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall splats.<br />
The beam will wash away everything on ground level, letting you approach pretty much risk-free. It's also really good at covering for mixups. Goku assist into tick throw DR is extremely good due to the colors of the two blending together.<br />
<br />
As a combo extension tool, it's rather lacking midscreen, but really good in the corner. Typcally used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into snapbacks.<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Super Kamehameha</font>======<br />
{{MoveData<br />
|name=Super Kamehameha<br />
|input=236L+M (Air OK)<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 />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both versions can be angled by holding {{2}} or {{8}} after the input. Angled Kames at close range will hold them in place until the last hit.<br />
* Values in [ ] are for angled versions.<br />
* Aimed down version causes a sliding knockdown.<br />
* Minimum damage: Straight: 77*10 (770), Ground aimed up: 81*10 (810), Air aimed down: 75*10 (750).<br />
j.236LM[2] can set up safe jumps if Goku isn't too high up and still has his air options.<br />
<br />
DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique DHC-nergies like down Kame into Piccolo's fully charged SBC.<br />
<br />
Aiming up always has enough hitstun to link into Vanish afterward.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Warp Kamehameha</font>======<br />
{{MoveData<br />
|name=Warp Kamehameha<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_SSGoku_WarpKamehameha.png |caption=<br />
|image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2="I'll be sure to visit your grave!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports to the ground and to the opponent's back during the super freeze.<br />
* Minimum damage: 81*10 (810).<br />
Almost identical to grounded Super Kamehameha aimed up, but thanks to the teleport it can actually hit from midscreen. Its only real downside is the sideswitch.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Meteor Smash</font>======<br />
{{MoveData<br />
|name=Meteor Smash<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_SSGoku_MeteorSmash.png |caption=Oh, is it gonna kill?<br />
|image2=DBFZ_SSGoku_MeteorSmash2.png |caption2=NO WAY IT KILLED!!1!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Stays grounded, teleports to the opponent's back after the super freeze.<br />
* Causes a hard knockdown on hit, positions them at the opposite edge of the screen.<br />
* Minimum damage: 1759.<br />
Goku's only invincible reversal. On hit, the most you can get as oki is dash jump j.M safejump.<br />
<br />
Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 and Yamcha).<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/SS_Goku&diff=137949DBFZ/SS Goku2019-12-16T00:06:31Z<p>67.186.80.30: /* Strengths/Weaknesses */</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 />
{{#lsth:DBFZ/SS Goku/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced<br />
;Team Role<br />
:Anchor<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 friends, his planet, and even his universe, but through these hardships he has pushed himself further and further beyond, unlocking the legendary power of Super Saiyan after his friend, Krillin, was killed by Frieza. Even under constant threats, Goku has stepped up, pushing himself in order 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 />
* High average damage.<br />
* Has an anywhere, meterless sliding knockdown.<br />
* His buttons range from good to amazing, with one of the best 2M in the game.<br />
* Amazing stagger pressure with 4LL, and most of his normals being safe on block.<br />
* One of the few beam assist in the game.<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 />
* Mix-up is basic. He generally has to rely on universal options to open up opponents. <br />
* While he has options for every situation, he is generally outclassed by specialist characters.<br />
|-<br />
|}<br />
{{#lst:DBFZ/SS Goku/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_5L.png |caption=<br />
|image2=DBFZ_SSGoku_5LL.png |caption2=<br />
|image3=DBFZ_SSGoku_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/SS Goku/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Basic jab.<br />
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 and a better hitbox for catching airborne opponents.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/SS Goku/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Has less range than his other mediums though so make sure not to whiff with this move.<br />
<br />
Mostly used as combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/SS Goku/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Stays grounded<br />
* Can link into j.L in the corner<br />
* Jails into Vanish<br />
Offers no mix-up potential and doesn't provide him any combos that are as damaging as his other routes. The hitbox while reaches behind him is also firmly horizontal which prevents it from connecting after his 5LL hits an airborne opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Decent range<br />
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.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall splats on Smash hit.<br />
* Non-Smash can still combo into Super Dash in the corner.<br />
Staggered 5H can beat Solo Guard Cancel thanks to its "privileged" frame data.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_5S.png |caption= have this egg<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Mash or hold S to shoot all 6 Ki blasts.<br />
* Last Ki blast launches.<br />
You should always only use 2 Ki blasts. Shooting less is safer, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A lower jab.<br />
Inferior to 5L in almost every way. Though it's not a bad button to use to mash out of pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_2M.png |caption=God normal<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Great range and very active hitbox.<br />
* Launches on hit.<br />
Absolutely vital to Goku's gameplan. 2M 2M and 5S 2M beat mashing more often than you'd expect.<br />
<br />
This amazing 2M and the damage Goku gets from it is why you have to respect his stagger. One wrong move and you can easily lose 5k. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Puts him airborne.<br />
* Smash hit combos into Super Dash.<br />
Go to anti-air. On block, cancelling into j.236S[2] will beat counter 2H attempts.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Keeps grounded opponent standing.<br />
2S > SD and 2S 2S both true combo on airborne opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead.<br />
* Uses the same hitboxes and hurtboxes of Goku's j.H.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Just another jab.<br />
Go-to fuzzy normal. Though it's not as good as other j.Ls.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Decent range.<br />
IAD j.M is Goku's best cross-up option. On hit, confirms with j.S into microdash 5L.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_jH.png |caption=Hammer<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:DBFZ/SS Goku/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall bounces on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a sliding knockdown on Smash hit.<br />
Go-to jump in. On safe jumps, j.H 4S is an OS that gives j.H > j.S on hit or a Reflect on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Jump back j.S is a decent keep away. Can also be used higher up to snipe grounded opponent, but beware of the landing recovery.<br />
<br />
This is also a fantastic combo filler, being used in all combos from basic BnBs to advanced loops. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Smash hit combos into Super Dash.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Dragon Flash Fist</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_DragonFlashFist.png |caption= <br />
|input=236L/M/H (Air OK)<br />
|name=Dragon Flash Fist<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground versions don't have Head attribute.<br />
* Removes any landing recovery.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/SS Goku/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sliding knockdown on Smash hit. Can combo into Supers.<br />
* Goes half screen.<br />
j.S > j.236L is his anywhere meterless sliding knockdown. Though the oki is slightly worse than Smash j.H, and it'll drop at higher hitstun decay.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/SS Goku/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground bounces and sliding knockdown on Smash hit.<br />
* Goes almost fullscreen.<br />
j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M ▷ 5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where j.236M ▷ 5L/2L doesn't work.<br />
<br />
SD > j.214M into j.236M extension works at further from the corner than you'd expect. This extension is also Goku's highest damaging combo route.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/SS Goku/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen.<br />
* Values in [ ] is when the opponent is in untech time (air hitstun).<br />
* Ground bounces and sliding knockdown on Smash hit.<br />
While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend.<br />
<br />
Teleport comes from the direction ''Goku's'' facing and not the opponent's. So a cross-up normal jump into j.236H will hit from their back. IAD and super jump won't work because he will turn around.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground versions don't have Head attribute.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/SS Goku/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version keeps grounded opponent standing.<br />
j.214L after a blocked SD (yours or the opponent's) is a decent check to see if they are pressing any button.<br />
<br />
Its fast startup also makes it able to combo from non-Smash j.H and j.2H.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/SS Goku/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has great corner carry.<br />
* Smash on last hit. Smash hit wall splats, can link into SD in the corner.<br />
* Smash 5MMM wall bounces.<br />
* Ground version recovers in the air.<br />
Absolutely suicidal to use in neutral. It is mostly used in corner BnBs.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/SS Goku/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen.<br />
* Ground version recovers in the air.<br />
Similar to M versions. H versions don't have enough utilities to justify the 1 bar they spend.<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={{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SS Goku/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both versions can be angled by holding {{2}} or {{8}} after the input.<br />
* Ground and air sideways wall splat.<br />
* Ground aimed up and air aimed down launches.<br />
* Jails into Vanish.<br />
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. Tk.236S[2] is also a very efficient cross-up fake out.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_SSGoku_Kamehameha.png |caption=Neutral 101<br />
|input=A1/A2<br />
|name=Kamehameha<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall splats.<br />
The beam will wash away everything on ground level, letting you approach pretty much risk-free. It's also really good at covering for mixups. Goku assist into tick throw DR is extremely good due to the colors of the two blending together.<br />
<br />
As a combo extension tool, it's rather lacking midscreen, but really good in the corner. Typcally used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into snapbacks.<br />
}}<br />
}}<br />
<br />
==Supers==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SS Goku/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both versions can be angled by holding {{2}} or {{8}} after the input. Angled Kames at close range will hold them in place until the last hit.<br />
* Values in [ ] are for angled versions.<br />
* Aimed down version causes a sliding knockdown.<br />
* Minimum damage: Straight: 77*10 (770), Ground aimed up: 81*10 (810), Air aimed down: 75*10 (750).<br />
j.236LM[2] can set up safe jumps if Goku isn't too high up and still has his air options.<br />
<br />
DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique DHC-nergies like down Kame into Piccolo's fully charged SBC.<br />
<br />
Aiming up always has enough hitstun to link into Vanish afterward.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Warp Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_WarpKamehameha.png |caption=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SS Goku/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports to the ground and to the opponent's back during the super freeze.<br />
* Minimum damage: 81*10 (810).<br />
Almost identical to grounded Super Kamehameha aimed up, but thanks to the teleport it can actually hit from midscreen. Its only real downside is the sideswitch.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Meteor Smash</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_MeteorSmash.png |caption=Oh, is it gonna kill?<br />
|image2=DBFZ_SSGoku_MeteorSmash2.png |caption2=NO WAY IT KILLED!!1!<br />
|input=214L+M or 214H+S<br />
|name=Meteor Smash<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Stays grounded, teleports to the opponent's back after the super freeze.<br />
* Causes a hard knockdown on hit, positions them at the opposite edge of the screen.<br />
* Minimum damage: 1759.<br />
Goku's only invincible reversal. On hit, the most you can get as oki is dash jump j.M safejump.<br />
<br />
Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 and Yamcha).<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/SS Goku/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/SS Goku/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Vegito&diff=137425DBFZ/SSB Vegito2019-12-13T21:05:05Z<p>67.186.80.30: /* Strengths/Weaknesses */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Vegito (SSGSS)<br />
|-<br />
||<br />
[[File:DBFZ_Vegito_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/SSB Vegito/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown, Footsies<br />
;Team Role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
The Potara fusion of Goku and Vegeta, Vegito ("Vege" from Vegeta and "tto" from Kakarotto), was first created during the fight against Majin Buu, and quickly proved himself to be an excellent fighter. He appeared once again to fight against Zamasu's fusion, this time with the power of the "Super Saiyan God Super Saiyans".<br />
<br />
Vegito makes his ''Dragon Ball FighterZ'' debut as a DLC character, sporting his signature Spirit Sword, which provides him with immense range. With an unorthodox, yet effective mixup game, deceptive normals and extreme damage off the slightest confirm, Vegito quickly proves his claim as "the strongest fusion".<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 />
* Low barrier to entry, with simple BnBs and straight-forward gameplan.<br />
* Solid toolkit, allowing him to adapt to most situations.<br />
* Good stagger pressure capabilities, with 5L, 5LL, 5M, and 2L being safe on block.<br />
* Amazing buttons, with 5L being one of the best of its kind.<br />
* One of the few characters to have a anti-air command grab.<br />
* Has access to a meterless knockdown everywhere on screen.<br />
* Boasts among the highest solo combo damage in the game.<br />
* Versatile supers that deal good damage and are easy to combo into.<br />
* Assist is good at blowing up other assists & baiting super-dash<br />
| style="width: 50%;"|<br />
* High/low mix-up game is basic.<br />
* Big hurtbox makes him susceptible to fuzzy guard 50/50s.<br />
* Corner BnBs require the use of resources to score a knockdown.<br />
* Close range normals are on the slower side.<br />
* Assist has low stun, making it difficult to use during pressure and combos.<br />
<br />
|-<br />
|}<br />
{{#lst:DBFZ/SSB Vegito/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_5L.png |caption= I have a quick question...<br />
|image2=DBFZ_Vegito_5LL.png |caption2= What's that on your face?<br />
|image3=DBFZ_Vegito_5LLL.png |caption3= MAH FIST!<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits multiple times, but it's considered to be one hit for scaling purposes<br />
* Huge range but also huge recovery on whiff<br />
* High probability of winning in clash scenarios. Reflect or reversals are the only 2 options if a clash occurs, as it will wins against anything else.<br />
* Due to the multiple hits, the move is unquestionably the easiest normal to convert off of both in the corner and mid-screen<br />
5L > Z-Change is a Spark bait since 5L's long animation makes it an easy target for Guard Cancel/Sparking. And since grounded normals on block/hit can Z-Change while the tagged out character is still doing that normal, this is also a true blockstring.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground bounces airborne opponents<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground bounces<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_Vegito_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can reverse beat into 2L<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_5H.png |caption=Sadly not as spammable as Guile's f.MK<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A point-blank Ki explosion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_2L.png |caption= Look how cool my reverse beat is, guys!<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can gatling to and from 5M and 2M<br />
* Low invulnerable from frame 5<br />
* Scales like a Medium<br />
* Can cancel into SD in blockstring without being 2H'd, but can be reflected<br />
* Sort of looks like his 2M, so keep that in mind<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_2M.png |caption= DMs inbound<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can reverse beat into 2L<br />
* Easily Vegito's highest damage starter<br />
Long range slide. Easy to catch people off guard with in the corner as the hop at the beginning looks like a fuzzy guard setup.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_2H.png |caption= FLASH KICK!<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can hit opponents behind Vegito<br />
Vegito's 2H goes very high, making it one of the highest hitting 2H in the game. It's very risky to use because of this, as if it whiffs, it whiffs hard, however cancelling it on hit into 236S or 214L makes Vegito a little safer, so it's not a total loss if your opponent blocks it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_2S.png |caption= "''I can do this too you know!''"<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Switches sides on Smash hit, launches upward on non-Smash<br />
* Considered as projectile<br />
Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating Super Dash<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Great hit-box, high probability of kicking away super dashes<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|name=6S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|6S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits about 2 characters away<br />
* Deals more blockstun than 5S<br />
5S and 6S count as different normals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invulnerable waist down<br />
* Great for crossups<br />
* Great tool to jab super dashes<br />
* Vegito's button used for fuzzying<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good air-to-air<br />
* Combo filler<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Does not knock down<br />
* Great hitbox<br />
One of Vegito's best air-to-air buttons. Has a huge hitbox, and while it is a little slow, it still has a lot of use. It sends the opponent straight out similar to Piccolo's j.H, so the best way to convert off it mid-screen would be a vanish into 214M. In the corner, j.H connects into j.2H, which can be useful for combos as well as converting off it in the corner if you hit an airborne opponent with it.<br />
Can also be used to convert in the corner from jh to 5L<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Launches upwards<br />
* Considered as projectile<br />
The cornerstone of Vegito strings, j.S is a very good button for him. It has a lot of use in Vegito's strings, allowing him to set up 236x or 214x very easily, due to it flinging the opponent upwards. Its hitbox being wider than it seems allows him to snag opponents a little higher than him during air combos. In Sparking, it becomes jump-cancellable, which gives Vegito lots of unique and tricky pressure options. It's also good for snagging opponents below you, and for catching those too eager to get in on you with an airdash, though it may be a bit predictable.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Typical launcher/combo extender<br />
* Easily combos into j.214M for sliding knockdown.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Spiral Heel Shot</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_SpiralHeelShot.png |caption= ''"I only need to use my feet to beat you!"''<br />
|input=236L/M/H (Air OK)<br />
|name=Spiral Heel Shot<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The first hit will trigger a kicking sequence on hit and ''clash''<br />
* Smash triggers on the last hit of this sequence<br />
* Non-smash last hit send the opponent flying with decent hitstun<br />
* Air versions slightly track opponents above Vegito<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Whiff version can be used for advanced combos<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Carries momentum on hit<br />
* Smash hit corner bounces<br />
Staple of his corner BnBs.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit causes big wall bounce, able to followup from midscreen<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Atomic Buster</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_AtomicBuster.png |caption= THIS B**** EMPTY...<br />
|image2=DBFZ_Vegito_AtomicBuster2.png |caption2= YEET!<br />
|input=214L/M/H (Air OK)<br />
|name=Atomic Buster<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version has Anti-Air property<br />
* On whiff, Vegito can act as soon as he starts descending, can be used for mixups<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Travels almost vertically<br />
* Causes a soft knockdown<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Travels diagonally<br />
* Causes a sliding knockdown<br />
* Can act as soon as Vegito starts descending<br />
Probably Vegito's best air ender for standard BnBs, as it is very easy to combo into either after j.2H or a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this, whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent. Regardless, it's his best way to end air combos, so a good Vegito BnB will end in this move.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Travels diagonally<br />
* Causes a ground bounce sliding knockdown, can link into 5L in the corner<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Split Finger Shot</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption= ''"Here's a present for ya!"''<br />
|input=236S (Air OK)<br />
|name=Split Finger Shot<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be super-dashed through<br />
When performed after a 5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless.<br />
<br />
The air version of 236S carries all of his air momentum in the move, although he halts for a few seconds and then you move. This means Vegito can move quickly forward, back, or whatever he wants to do using 236S, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Barrier</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_Barrier.png |caption= "''SHIELDS UP!''"<br />
|image2=DBFZ_Vegito_Barrier2.png |caption2= "''HEADS DOWN!''"<br />
|input=214S<br />
|name=Barrier<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214S Attack}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can counter anything except grabs and supers<br />
* The counter attack is jump cancellable in Sparking<br />
* Can grab multiple times in a combo like 5LLL<br />
Vegito's barrier is an alright move. It's somewhat risky to pull off and can be vanished on their hit if your opponent reacts in time or reads your barrier, which hurts the move a little. However, it still has some use for it's unpredictability, and if your opponent can't react in time Vegito can get a decent conversion off of it with a vanish. The fact that it is invincible to everything except supers and grabs helps as well, as it can be used to predict a beam at close range and eat the entire thing, and your opponent most likely won't predict you barrier-ing their beam. Not a great move, but it's got some uses. There are also some edge cases where the counter attack will get stuffed, particularly if it counters a 5LL and the opponent's 5LLL is a grab (looking at you, Cell).<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption=THA FINGAH LAZERS<br />
|input=A1/A2<br />
|name=Split Finger Shot<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has low blockstun, can be super-dashed through and out of blockstun<br />
* Covers a great distance at an aggressive angle<br />
* Very useful in the corner, as it cover all the places the opponent can go<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Spirit Excalibur</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_SpiritExcalibur.png |caption= Check out how big mine can get<br />
|image2=DBFZ_Vegito_SpiritExcalibur2.png |caption2= CAPTAIN SWORD!<br />
|input=236L+M or 236H+S<br />
|name=Spirit Excalibur<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 1 Ki Gauge<br />
* Hits full screen, dragging the opponent down with the sword<br />
* Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300)<br />
* Minimum damage: 60*4, 598 (838)<br />
As Vegito's DHC super, it is a very good tool for him due to how big the move is. It can be confirmed into from almost anywhere on the screen for damage, and can be helpful for some characters when trying to get another super in. It's also good on it's own for Vegito's damage, as while you can't easily confirm into it on the ground, you can easily combo into it after a j.214M sliding knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Omega Finishing Blow</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_OmegaFinishingBlow.png |caption="''You can't keep up with me!''"<br />
|image2=DBFZ_Vegito_OmegaFinishingBlow2.png |caption2="''Just look at my speed!''"<br />
|input=j.236L+M or j.236H+S<br />
|name=Omega Finishing Blow<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 1 Ki Gauge<br />
* Minimum damage: 300, 440 (740)<br />
* Tracks the opponent<br />
* Can be easily anti-air'd on reaction<br />
Best used as a combo ender to finish a character off or as a setup into another character's super, as the window to Z-Change for this move is huge. It combos from many of Vegito's moves, such as 236X, 214X, j.S, etc.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Final Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_FinalKamehameha.png |caption=''"It's the '''biggie'''!!"''<br />
|image2=DBFZ_Vegito_FinalKamehameha2.png |caption2='''''"GO TO HELL!!"'''''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Final Kamehameha<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 3 Ki Gauges<br />
* Minimum damage: 1739<br />
* Causes a hard knockdown anywhere on screen<br />
Vegito's level 3. Fast, easy to punish with and combo into.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/SSB Vegito/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/SSB Vegito/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Vegito]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Teen_Gohan&diff=137216DBFZ/Teen Gohan2019-12-11T07:21:22Z<p>67.186.80.30: /* Strengths/Weaknesses */</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 />
{{#lsth:DBFZ/Teen Gohan/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Defensive/Rushdown, Zoning, Power<br />
;Team Role<br />
:Any<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 (AKA Sun Wufan) 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 with 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 />
* Some of the highest damage potential in the game.<br />
* High meter gain.<br />
* Very good corner carry.<br />
* Good assist for vertical neutral control.<br />
* Assisted 50/50's on demand with j. 236M/j. 236H.<br />
* 5LLL.<br />
| style="width: 50%;"|<br />
* Stubby limbs that equal short-ranged normals require strong spacing awareness in neutral.<br />
* His best combos don't end with sliding knockdown without spending extra resources.<br />
* Needs assists to function well: combo routes, 50/50s, and neutral. <br />
|-<br />
|}<br />
{{#lst:DBFZ/Teen Gohan/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<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=O M N I D I R E C T I O N A L<br/>T R A C K I N G<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Advances forward.<br />
One of the better reaching 5L.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches on hit.<br />
* Recovers in the air. Leaves Gohan high enough after the recovery to airdash over most crouching characters and cross them up.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Tracks vertically to almost super jump height and has long horizontal range.<br />
* On hit, can sides switch midscreen by delaying followups.<br />
* Has head property.<br />
* Doesn't receive landing recovery from 5LL, but any followups will.<br />
While in Sparking, 5LLL > airdash j.M ▷ 5L is a true blockstring.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* The shortest reaching 5M in the game but also has pretty good frame advantage.<br />
* Great for stagger pressure and hit confirms.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Standard 5H.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hold or mash S to shoot all 4 Ki blasts.<br />
* Fourth hit launches.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Very short range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A slide with below average range and speed compared to other slides. The range is increased considerably when performed from a dash, including micro-dashes.<br />
* Long active frames make this a great meaty.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Airborne 2H.<br />
Depending on the angle, the followup Super Dash can switch sides.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S2</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2S.png |caption=This is where the fun begins<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Ki blast that explodes only when it touches the ground. The explosion also has Ki blast property.<br />
* Ki blast on the way down keeps grounded opponent standing, ground bounces airborne opponent. Explosion always launches.<br />
* [2]S leaps backward, 2S and 3S leap forward. Leaps keep all momentum if Gohan is also moving in the same direction.<br />
* Recovers in the air.<br />
The directional input is what controls which way he moves. So if you tap 2 but hold S, he still moves forward. His j.2S also has similar quirk but with different directional inputs.<br />
<br />
Most combo notations use 1S to refer to backward leap, and 3S for forward leap.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead with 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Mini sword normal.<br />
* The hitbox extends well past the hurtbox and is placed low.<br />
* Good for double overheads, fuzzies and cross-ups. Decent air-to-air with forward momentum.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Range and active frames typical of a j.L rather than a j.M.<br />
* The hitbox extends lower than the visual would suggest.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The low reaching hitbox makes it a good button for air-to-ground, but it is difficult to use in cross ups or air-to-air.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hold or mash S to shoot all 4 Ki blasts.<br />
* First 3 hits keep grounded opponent standing. Fourth hit launches.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Typical air launcher.<br />
* Stops all air momentum and raises Gohan up and forward slightly.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 2S but in the air.<br />
* j.[1]S leaps backward, j.1S and j.2S leap forward. <br />
j.S > j.2[S] will cause Gohan to kara cancel his next j.S with j.2S, the tiny momentum difference between a normal j.2S and a j.2S kara cancelled from j.S enables some advanced combos that would otherwise be impossible.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">5-Hit Combo</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FiveHitCombo.png |caption=LARIAT<br />
|input=236L/M/H<br />
|name=5-Hit Combo<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 236L/M on hit can press L/M/H for extra attacks. Each followup switches sides.<br />
* Doesn't have Head property.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Reaches almost halfscreen.<br />
* Keeps grounded opponent standing.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Reaches almost fullscreen.<br />
* On block, can cross over crouching opponent. Can't steal the corner and doesn't work on big bodies. <br />
* On hit, sends the opponent flying.<br />
If Gohan is pushing against crouching opponent in midscreen, this will hit from their back. With small bodies only standing next to them is enough, but bigger characters require forward momentum.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A tiny bit shorter than 236M.<br />
* On hit, automatically performs all followups. Stays same side, Smash on the last hit.<br />
* Smash hit wall bounces, can followup with Super Dash for sliding knockdown.<br />
In the corner, non-Smash hit can link into j.L, j.M and j.236L/H.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5-Hit Combo Follow-Up 1-3</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FiveHitCombo2.png |caption=<br />
|input=5-Hit Combo L/M > L/M<br />
|name=5-Hit Combo Follow-Up 1-3<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Keeps grounded opponent in place if they're on the ground<br />
* Gently knocks away airborne opponent.<br />
You can do some cute reset with 236L~LLL series by delaying each followup or from the combo naturally dropping. Do keep in mind that despite 236X doesn't have head property, these followups ''do.''<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sends opponent far away into a weak wall bounce.<br />
With proper timing 236M~LMLM will carry an opponent almost corner to corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5-Hit Combo Follow-Up 4</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FiveHitCombo3.png |caption=<br />
|input=5-Hit Combo Follow-Up 1-3 > L/M/H or 5-Hit Combo > H<br />
|name=5-Hit Combo Follow-Up 4<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sends the opponent behind Gohan. Smash hit corner bounces.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sends the opponent in front of Gohan. Smash hit corner bounces.<br />
In the corner, Smash hit can link into j.DR, non-Smash hit can link into j.L, j.M and j.236L/H.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Immediately ends the sequence, compound damage from unused followups. E.g. if there's 3 followups left, it will do 550*2, 700.<br />
* Sends the opponent in front of Gohan. Smash hit wall bounces and can followup with Super Dash for sliding knockdown.<br />
In the corner, non-Smash hit can link into j.L, j.M and j.236L/H.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Upon using, Gohan pauses for a split second and starts a fall. L version keeps all momentum, M and H always moves forward.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hold down L, M, H to continue kicking until landing. Performs 3 kicks at minimum.<br />
* Very long landing recovery which can only be Super cancelled. Combos into both Supers at intermediate hitstun decay.<br />
* Safe on block (-5) despite the recovery.<br />
Depending on the height, Gohan will do an extra kick before landing even if no buttons are held to make it easier to combo afterward.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Performs 7 kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.<br />
* Smash on the last hit.<br />
* On hit, only recovers upon landing. Smash hit wall bounces, can link into 236M from midscreen.<br />
* On block, Gohan will reposition himself to a fixed height.<br />
* Removes all other added landing recovery.<br />
Safe on block (-2), you can either sneak in a j.L before landing or backdash and reset to neutral.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Similar to M version but with 13 kicks.<br />
* On hit, recovers in the air. Smash hit causes a big wall bounce.<br />
* Removes all other added landing recovery.<br />
Plus on block (+2), but j.236H > j.L can still be 2H'd.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Dragon Flight</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=<br />
|input=214L/M/H<br />
|name=Super Dragon Flight<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Frame 1 anti-air.<br />
Unscaled starter, a great punish for willy nilly Vanishes. <br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Frame 1 full invul.<br />
* 5MMM version causes a big corner bounces.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Frame 1 full invul.<br />
* Smash hit performs the full uppercut. This uppercut can be Vanish cancelled.<br />
* Gut punch crumples grounded opponent on Smash hit, launches them high up on non-Smash.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=r u ok<br />
|input=A1/A2<br />
|name=Super Dragon Flight<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* DP on demand.<br />
* Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Motionless Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_MotionlessKamehameha.png |caption=<br />
|image2=DBFZ_TeenGohan_MotionlessKamehameha2.png |caption2=<br />
|input=236L+M or 236H+S<br />
|name=Motionless Kamehameha<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Minimum damage: 91*10 (910).<br />
* Close hit, the beam will try to vacuum the opponent into its center, making it possible to DHC into some grounded Supers.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Father-Son Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FatherSonKamehameha.png |caption=<br />
|image2=DBFZ_TeenGohan_FatherSonKamehameha2.png |caption2=<br />
|image3=DBFZ_TeenGohan_FatherSonKamehamehaFullPower.png |caption3=Just like my Japanese animes<br />
|input=214L+M or 214H+S<br />
|name=Father-Son Kamehameha <br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Father-Son Kamehameha}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 87*20 (1740).<br />
* Good oki. Gohan can beat wake up 2H with a regular jump air attack.<br />
Hits full screen and has good vertical reach as well. Slower startup than average so be careful about using it as a reversal.<br />
}}<br />
{{AttackVersion|name=Full Power|subtitle=Hold down any button on hit or clash}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214[LM]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 87*20, 55*20 (2840).<br />
* Weak oki. Gohan can maintain pressure at close range but nothing more.<br />
Not efficient but good for finishing opponents.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Teen Gohan/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Teen Gohan/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Gohan]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Teen_Gohan&diff=137215DBFZ/Teen Gohan2019-12-11T07:20:45Z<p>67.186.80.30: /* Strengths/Weaknesses */</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 />
{{#lsth:DBFZ/Teen Gohan/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Defensive/Rushdown, Zoning, Power<br />
;Team Role<br />
:Any<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 (AKA Sun Wufan) 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 with 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 />
* Some of the highest damage potential in the game.<br />
* High meter gain.<br />
* Very good corner carry.<br />
* Good assist for vertical neutral control.<br />
* Assisted 50/50's on demand with j. 236M/j. 236H.<br />
* 5LLL can act as a pseudo anti-air that can lead to extreme damage.<br />
| style="width: 50%;"|<br />
* Stubby limbs that equal short-ranged normals require strong spacing awareness in neutral.<br />
* His best combos don't end with sliding knockdown without spending extra resources.<br />
* Needs assists to function well: combo routes, 50/50s, and neutral. <br />
|-<br />
|}<br />
{{#lst:DBFZ/Teen Gohan/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<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=O M N I D I R E C T I O N A L<br/>T R A C K I N G<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Advances forward.<br />
One of the better reaching 5L.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches on hit.<br />
* Recovers in the air. Leaves Gohan high enough after the recovery to airdash over most crouching characters and cross them up.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Tracks vertically to almost super jump height and has long horizontal range.<br />
* On hit, can sides switch midscreen by delaying followups.<br />
* Has head property.<br />
* Doesn't receive landing recovery from 5LL, but any followups will.<br />
While in Sparking, 5LLL > airdash j.M ▷ 5L is a true blockstring.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* The shortest reaching 5M in the game but also has pretty good frame advantage.<br />
* Great for stagger pressure and hit confirms.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Standard 5H.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hold or mash S to shoot all 4 Ki blasts.<br />
* Fourth hit launches.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Very short range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A slide with below average range and speed compared to other slides. The range is increased considerably when performed from a dash, including micro-dashes.<br />
* Long active frames make this a great meaty.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Airborne 2H.<br />
Depending on the angle, the followup Super Dash can switch sides.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S2</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2S.png |caption=This is where the fun begins<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Ki blast that explodes only when it touches the ground. The explosion also has Ki blast property.<br />
* Ki blast on the way down keeps grounded opponent standing, ground bounces airborne opponent. Explosion always launches.<br />
* [2]S leaps backward, 2S and 3S leap forward. Leaps keep all momentum if Gohan is also moving in the same direction.<br />
* Recovers in the air.<br />
The directional input is what controls which way he moves. So if you tap 2 but hold S, he still moves forward. His j.2S also has similar quirk but with different directional inputs.<br />
<br />
Most combo notations use 1S to refer to backward leap, and 3S for forward leap.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead with 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Mini sword normal.<br />
* The hitbox extends well past the hurtbox and is placed low.<br />
* Good for double overheads, fuzzies and cross-ups. Decent air-to-air with forward momentum.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Range and active frames typical of a j.L rather than a j.M.<br />
* The hitbox extends lower than the visual would suggest.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The low reaching hitbox makes it a good button for air-to-ground, but it is difficult to use in cross ups or air-to-air.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hold or mash S to shoot all 4 Ki blasts.<br />
* First 3 hits keep grounded opponent standing. Fourth hit launches.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Typical air launcher.<br />
* Stops all air momentum and raises Gohan up and forward slightly.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 2S but in the air.<br />
* j.[1]S leaps backward, j.1S and j.2S leap forward. <br />
j.S > j.2[S] will cause Gohan to kara cancel his next j.S with j.2S, the tiny momentum difference between a normal j.2S and a j.2S kara cancelled from j.S enables some advanced combos that would otherwise be impossible.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">5-Hit Combo</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FiveHitCombo.png |caption=LARIAT<br />
|input=236L/M/H<br />
|name=5-Hit Combo<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 236L/M on hit can press L/M/H for extra attacks. Each followup switches sides.<br />
* Doesn't have Head property.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Reaches almost halfscreen.<br />
* Keeps grounded opponent standing.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Reaches almost fullscreen.<br />
* On block, can cross over crouching opponent. Can't steal the corner and doesn't work on big bodies. <br />
* On hit, sends the opponent flying.<br />
If Gohan is pushing against crouching opponent in midscreen, this will hit from their back. With small bodies only standing next to them is enough, but bigger characters require forward momentum.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A tiny bit shorter than 236M.<br />
* On hit, automatically performs all followups. Stays same side, Smash on the last hit.<br />
* Smash hit wall bounces, can followup with Super Dash for sliding knockdown.<br />
In the corner, non-Smash hit can link into j.L, j.M and j.236L/H.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5-Hit Combo Follow-Up 1-3</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FiveHitCombo2.png |caption=<br />
|input=5-Hit Combo L/M > L/M<br />
|name=5-Hit Combo Follow-Up 1-3<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Keeps grounded opponent in place if they're on the ground<br />
* Gently knocks away airborne opponent.<br />
You can do some cute reset with 236L~LLL series by delaying each followup or from the combo naturally dropping. Do keep in mind that despite 236X doesn't have head property, these followups ''do.''<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sends opponent far away into a weak wall bounce.<br />
With proper timing 236M~LMLM will carry an opponent almost corner to corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5-Hit Combo Follow-Up 4</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FiveHitCombo3.png |caption=<br />
|input=5-Hit Combo Follow-Up 1-3 > L/M/H or 5-Hit Combo > H<br />
|name=5-Hit Combo Follow-Up 4<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sends the opponent behind Gohan. Smash hit corner bounces.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sends the opponent in front of Gohan. Smash hit corner bounces.<br />
In the corner, Smash hit can link into j.DR, non-Smash hit can link into j.L, j.M and j.236L/H.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Immediately ends the sequence, compound damage from unused followups. E.g. if there's 3 followups left, it will do 550*2, 700.<br />
* Sends the opponent in front of Gohan. Smash hit wall bounces and can followup with Super Dash for sliding knockdown.<br />
In the corner, non-Smash hit can link into j.L, j.M and j.236L/H.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Upon using, Gohan pauses for a split second and starts a fall. L version keeps all momentum, M and H always moves forward.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hold down L, M, H to continue kicking until landing. Performs 3 kicks at minimum.<br />
* Very long landing recovery which can only be Super cancelled. Combos into both Supers at intermediate hitstun decay.<br />
* Safe on block (-5) despite the recovery.<br />
Depending on the height, Gohan will do an extra kick before landing even if no buttons are held to make it easier to combo afterward.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Performs 7 kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.<br />
* Smash on the last hit.<br />
* On hit, only recovers upon landing. Smash hit wall bounces, can link into 236M from midscreen.<br />
* On block, Gohan will reposition himself to a fixed height.<br />
* Removes all other added landing recovery.<br />
Safe on block (-2), you can either sneak in a j.L before landing or backdash and reset to neutral.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Similar to M version but with 13 kicks.<br />
* On hit, recovers in the air. Smash hit causes a big wall bounce.<br />
* Removes all other added landing recovery.<br />
Plus on block (+2), but j.236H > j.L can still be 2H'd.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Dragon Flight</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=<br />
|input=214L/M/H<br />
|name=Super Dragon Flight<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Frame 1 anti-air.<br />
Unscaled starter, a great punish for willy nilly Vanishes. <br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Frame 1 full invul.<br />
* 5MMM version causes a big corner bounces.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Frame 1 full invul.<br />
* Smash hit performs the full uppercut. This uppercut can be Vanish cancelled.<br />
* Gut punch crumples grounded opponent on Smash hit, launches them high up on non-Smash.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=r u ok<br />
|input=A1/A2<br />
|name=Super Dragon Flight<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* DP on demand.<br />
* Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Motionless Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_MotionlessKamehameha.png |caption=<br />
|image2=DBFZ_TeenGohan_MotionlessKamehameha2.png |caption2=<br />
|input=236L+M or 236H+S<br />
|name=Motionless Kamehameha<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Minimum damage: 91*10 (910).<br />
* Close hit, the beam will try to vacuum the opponent into its center, making it possible to DHC into some grounded Supers.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Father-Son Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FatherSonKamehameha.png |caption=<br />
|image2=DBFZ_TeenGohan_FatherSonKamehameha2.png |caption2=<br />
|image3=DBFZ_TeenGohan_FatherSonKamehamehaFullPower.png |caption3=Just like my Japanese animes<br />
|input=214L+M or 214H+S<br />
|name=Father-Son Kamehameha <br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Father-Son Kamehameha}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 87*20 (1740).<br />
* Good oki. Gohan can beat wake up 2H with a regular jump air attack.<br />
Hits full screen and has good vertical reach as well. Slower startup than average so be careful about using it as a reversal.<br />
}}<br />
{{AttackVersion|name=Full Power|subtitle=Hold down any button on hit or clash}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214[LM]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 87*20, 55*20 (2840).<br />
* Weak oki. Gohan can maintain pressure at close range but nothing more.<br />
Not efficient but good for finishing opponents.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Teen Gohan/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Teen Gohan/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Gohan]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Teen_Gohan&diff=137150DBFZ/Teen Gohan2019-12-10T20:51:21Z<p>67.186.80.30: /* Strengths/Weaknesses */</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 />
{{#lsth:DBFZ/Teen Gohan/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Defensive/Rushdown, Zoning, Power<br />
;Team Role<br />
:Any<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 (AKA Sun Wufan) 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 with 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 />
* Some of the highest damage potential in the game.<br />
* High meter gain.<br />
* Very good corner carry.<br />
* Good assist for vertical neutral control.<br />
* Assisted 50/50's on demand with Lightning Legs.<br />
* 5LLL.<br />
| style="width: 50%;"|<br />
* Stubby limbs that equal short-ranged normals require strong spacing awareness in neutral.<br />
* His best combos don't end with sliding knockdown without spending extra resources.<br />
* Needs assists to function well: combo routes, 50/50s, and neutral. <br />
|-<br />
|}<br />
{{#lst:DBFZ/Teen Gohan/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<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=O M N I D I R E C T I O N A L<br/>T R A C K I N G<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Advances forward.<br />
One of the better reaching 5L.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches on hit.<br />
* Recovers in the air. Leaves Gohan high enough after the recovery to airdash over most crouching characters and cross them up.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Tracks vertically to almost super jump height and has long horizontal range.<br />
* On hit, can sides switch midscreen by delaying followups.<br />
* Has head property.<br />
* Doesn't receive landing recovery from 5LL, but any followups will.<br />
While in Sparking, 5LLL > airdash j.M ▷ 5L is a true blockstring.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* The shortest reaching 5M in the game but also has pretty good frame advantage.<br />
* Great for stagger pressure and hit confirms.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Standard 5H.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hold or mash S to shoot all 4 Ki blasts.<br />
* Fourth hit launches.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Very short range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A slide with below average range and speed compared to other slides. The range is increased considerably when performed from a dash, including micro-dashes.<br />
* Long active frames make this a great meaty.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Airborne 2H.<br />
Depending on the angle, the followup Super Dash can switch sides.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S2</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2S.png |caption=This is where the fun begins<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Ki blast that explodes only when it touches the ground. The explosion also has Ki blast property.<br />
* Ki blast on the way down keeps grounded opponent standing, ground bounces airborne opponent. Explosion always launches.<br />
* [2]S leaps backward, 2S and 3S leap forward. Leaps keep all momentum if Gohan is also moving in the same direction.<br />
* Recovers in the air.<br />
The directional input is what controls which way he moves. So if you tap 2 but hold S, he still moves forward. His j.2S also has similar quirk but with different directional inputs.<br />
<br />
Most combo notations use 1S to refer to backward leap, and 3S for forward leap.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead with 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Mini sword normal.<br />
* The hitbox extends well past the hurtbox and is placed low.<br />
* Good for double overheads, fuzzies and cross-ups. Decent air-to-air with forward momentum.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Range and active frames typical of a j.L rather than a j.M.<br />
* The hitbox extends lower than the visual would suggest.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The low reaching hitbox makes it a good button for air-to-ground, but it is difficult to use in cross ups or air-to-air.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hold or mash S to shoot all 4 Ki blasts.<br />
* First 3 hits keep grounded opponent standing. Fourth hit launches.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Typical air launcher.<br />
* Stops all air momentum and raises Gohan up and forward slightly.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 2S but in the air.<br />
* j.[1]S leaps backward, j.1S and j.2S leap forward. <br />
j.S > j.2[S] will cause Gohan to kara cancel his next j.S with j.2S, the tiny momentum difference between a normal j.2S and a j.2S kara cancelled from j.S enables some advanced combos that would otherwise be impossible.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">5-Hit Combo</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FiveHitCombo.png |caption=LARIAT<br />
|input=236L/M/H<br />
|name=5-Hit Combo<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 236L/M on hit can press L/M/H for extra attacks. Each followup switches sides.<br />
* Doesn't have Head property.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Reaches almost halfscreen.<br />
* Keeps grounded opponent standing.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Reaches almost fullscreen.<br />
* On block, can cross over crouching opponent. Can't steal the corner and doesn't work on big bodies. <br />
* On hit, sends the opponent flying.<br />
If Gohan is pushing against crouching opponent in midscreen, this will hit from their back. With small bodies only standing next to them is enough, but bigger characters require forward momentum.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A tiny bit shorter than 236M.<br />
* On hit, automatically performs all followups. Stays same side, Smash on the last hit.<br />
* Smash hit wall bounces, can followup with Super Dash for sliding knockdown.<br />
In the corner, non-Smash hit can link into j.L, j.M and j.236L/H.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5-Hit Combo Follow-Up 1-3</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FiveHitCombo2.png |caption=<br />
|input=5-Hit Combo L/M > L/M<br />
|name=5-Hit Combo Follow-Up 1-3<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Keeps grounded opponent in place if they're on the ground<br />
* Gently knocks away airborne opponent.<br />
You can do some cute reset with 236L~LLL series by delaying each followup or from the combo naturally dropping. Do keep in mind that despite 236X doesn't have head property, these followups ''do.''<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sends opponent far away into a weak wall bounce.<br />
With proper timing 236M~LMLM will carry an opponent almost corner to corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5-Hit Combo Follow-Up 4</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FiveHitCombo3.png |caption=<br />
|input=5-Hit Combo Follow-Up 1-3 > L/M/H or 5-Hit Combo > H<br />
|name=5-Hit Combo Follow-Up 4<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sends the opponent behind Gohan. Smash hit corner bounces.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sends the opponent in front of Gohan. Smash hit corner bounces.<br />
In the corner, Smash hit can link into j.DR, non-Smash hit can link into j.L, j.M and j.236L/H.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Immediately ends the sequence, compound damage from unused followups. E.g. if there's 3 followups left, it will do 550*2, 700.<br />
* Sends the opponent in front of Gohan. Smash hit wall bounces and can followup with Super Dash for sliding knockdown.<br />
In the corner, non-Smash hit can link into j.L, j.M and j.236L/H.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Upon using, Gohan pauses for a split second and starts a fall. L version keeps all momentum, M and H always moves forward.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hold down L, M, H to continue kicking until landing. Performs 3 kicks at minimum.<br />
* Very long landing recovery which can only be Super cancelled. Combos into both Supers at intermediate hitstun decay.<br />
* Safe on block (-5) despite the recovery.<br />
Depending on the height, Gohan will do an extra kick before landing even if no buttons are held to make it easier to combo afterward.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Performs 7 kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.<br />
* Smash on the last hit.<br />
* On hit, only recovers upon landing. Smash hit wall bounces, can link into 236M from midscreen.<br />
* On block, Gohan will reposition himself to a fixed height.<br />
* Removes all other added landing recovery.<br />
Safe on block (-2), you can either sneak in a j.L before landing or backdash and reset to neutral.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Similar to M version but with 13 kicks.<br />
* On hit, recovers in the air. Smash hit causes a big wall bounce.<br />
* Removes all other added landing recovery.<br />
Plus on block (+2), but j.236H > j.L can still be 2H'd.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Dragon Flight</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=<br />
|input=214L/M/H<br />
|name=Super Dragon Flight<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Frame 1 anti-air.<br />
Unscaled starter, a great punish for willy nilly Vanishes. <br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Frame 1 full invul.<br />
* 5MMM version causes a big corner bounces.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Frame 1 full invul.<br />
* Smash hit performs the full uppercut. This uppercut can be Vanish cancelled.<br />
* Gut punch crumples grounded opponent on Smash hit, launches them high up on non-Smash.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=r u ok<br />
|input=A1/A2<br />
|name=Super Dragon Flight<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* DP on demand.<br />
* Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Motionless Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_MotionlessKamehameha.png |caption=<br />
|image2=DBFZ_TeenGohan_MotionlessKamehameha2.png |caption2=<br />
|input=236L+M or 236H+S<br />
|name=Motionless Kamehameha<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Minimum damage: 91*10 (910).<br />
* Close hit, the beam will try to vacuum the opponent into its center, making it possible to DHC into some grounded Supers.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Father-Son Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FatherSonKamehameha.png |caption=<br />
|image2=DBFZ_TeenGohan_FatherSonKamehameha2.png |caption2=<br />
|image3=DBFZ_TeenGohan_FatherSonKamehamehaFullPower.png |caption3=Just like my Japanese animes<br />
|input=214L+M or 214H+S<br />
|name=Father-Son Kamehameha <br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Father-Son Kamehameha}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 87*20 (1740).<br />
* Good oki. Gohan can beat wake up 2H with a regular jump air attack.<br />
Hits full screen and has good vertical reach as well. Slower startup than average so be careful about using it as a reversal.<br />
}}<br />
{{AttackVersion|name=Full Power|subtitle=Hold down any button on hit or clash}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214[LM]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 87*20, 55*20 (2840).<br />
* Weak oki. Gohan can maintain pressure at close range but nothing more.<br />
Not efficient but good for finishing opponents.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Teen Gohan/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Teen Gohan/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Gohan]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Teen_Gohan&diff=137149DBFZ/Teen Gohan2019-12-10T20:50:11Z<p>67.186.80.30: /* Strengths/Weaknesses */</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 />
{{#lsth:DBFZ/Teen Gohan/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Defensive/Rushdown, Zoning, Power<br />
;Team Role<br />
:Any<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 (AKA Sun Wufan) 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 with 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 />
* Some of the highest damage potential in the game.<br />
* High meter gain.<br />
* Very good corner carry.<br />
* Assisted 50/50's on demand with Lightning Legs.<br />
* 5LLL.<br />
| style="width: 50%;"|<br />
* Stubby limbs that equal short-ranged normals require strong spacing awareness in neutral.<br />
* His best combos don't end with sliding knockdown without spending extra resources.<br />
* Needs assists to function well: combo routes, 50/50s, and neutral. <br />
|-<br />
|}<br />
{{#lst:DBFZ/Teen Gohan/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<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=O M N I D I R E C T I O N A L<br/>T R A C K I N G<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Advances forward.<br />
One of the better reaching 5L.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches on hit.<br />
* Recovers in the air. Leaves Gohan high enough after the recovery to airdash over most crouching characters and cross them up.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Tracks vertically to almost super jump height and has long horizontal range.<br />
* On hit, can sides switch midscreen by delaying followups.<br />
* Has head property.<br />
* Doesn't receive landing recovery from 5LL, but any followups will.<br />
While in Sparking, 5LLL > airdash j.M ▷ 5L is a true blockstring.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* The shortest reaching 5M in the game but also has pretty good frame advantage.<br />
* Great for stagger pressure and hit confirms.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Standard 5H.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hold or mash S to shoot all 4 Ki blasts.<br />
* Fourth hit launches.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Very short range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A slide with below average range and speed compared to other slides. The range is increased considerably when performed from a dash, including micro-dashes.<br />
* Long active frames make this a great meaty.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Airborne 2H.<br />
Depending on the angle, the followup Super Dash can switch sides.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S2</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2S.png |caption=This is where the fun begins<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Ki blast that explodes only when it touches the ground. The explosion also has Ki blast property.<br />
* Ki blast on the way down keeps grounded opponent standing, ground bounces airborne opponent. Explosion always launches.<br />
* [2]S leaps backward, 2S and 3S leap forward. Leaps keep all momentum if Gohan is also moving in the same direction.<br />
* Recovers in the air.<br />
The directional input is what controls which way he moves. So if you tap 2 but hold S, he still moves forward. His j.2S also has similar quirk but with different directional inputs.<br />
<br />
Most combo notations use 1S to refer to backward leap, and 3S for forward leap.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead with 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Mini sword normal.<br />
* The hitbox extends well past the hurtbox and is placed low.<br />
* Good for double overheads, fuzzies and cross-ups. Decent air-to-air with forward momentum.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Range and active frames typical of a j.L rather than a j.M.<br />
* The hitbox extends lower than the visual would suggest.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The low reaching hitbox makes it a good button for air-to-ground, but it is difficult to use in cross ups or air-to-air.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hold or mash S to shoot all 4 Ki blasts.<br />
* First 3 hits keep grounded opponent standing. Fourth hit launches.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Typical air launcher.<br />
* Stops all air momentum and raises Gohan up and forward slightly.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 2S but in the air.<br />
* j.[1]S leaps backward, j.1S and j.2S leap forward. <br />
j.S > j.2[S] will cause Gohan to kara cancel his next j.S with j.2S, the tiny momentum difference between a normal j.2S and a j.2S kara cancelled from j.S enables some advanced combos that would otherwise be impossible.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">5-Hit Combo</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FiveHitCombo.png |caption=LARIAT<br />
|input=236L/M/H<br />
|name=5-Hit Combo<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 236L/M on hit can press L/M/H for extra attacks. Each followup switches sides.<br />
* Doesn't have Head property.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Reaches almost halfscreen.<br />
* Keeps grounded opponent standing.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Reaches almost fullscreen.<br />
* On block, can cross over crouching opponent. Can't steal the corner and doesn't work on big bodies. <br />
* On hit, sends the opponent flying.<br />
If Gohan is pushing against crouching opponent in midscreen, this will hit from their back. With small bodies only standing next to them is enough, but bigger characters require forward momentum.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A tiny bit shorter than 236M.<br />
* On hit, automatically performs all followups. Stays same side, Smash on the last hit.<br />
* Smash hit wall bounces, can followup with Super Dash for sliding knockdown.<br />
In the corner, non-Smash hit can link into j.L, j.M and j.236L/H.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5-Hit Combo Follow-Up 1-3</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FiveHitCombo2.png |caption=<br />
|input=5-Hit Combo L/M > L/M<br />
|name=5-Hit Combo Follow-Up 1-3<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Keeps grounded opponent in place if they're on the ground<br />
* Gently knocks away airborne opponent.<br />
You can do some cute reset with 236L~LLL series by delaying each followup or from the combo naturally dropping. Do keep in mind that despite 236X doesn't have head property, these followups ''do.''<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sends opponent far away into a weak wall bounce.<br />
With proper timing 236M~LMLM will carry an opponent almost corner to corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5-Hit Combo Follow-Up 4</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FiveHitCombo3.png |caption=<br />
|input=5-Hit Combo Follow-Up 1-3 > L/M/H or 5-Hit Combo > H<br />
|name=5-Hit Combo Follow-Up 4<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sends the opponent behind Gohan. Smash hit corner bounces.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sends the opponent in front of Gohan. Smash hit corner bounces.<br />
In the corner, Smash hit can link into j.DR, non-Smash hit can link into j.L, j.M and j.236L/H.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236X > X > H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Immediately ends the sequence, compound damage from unused followups. E.g. if there's 3 followups left, it will do 550*2, 700.<br />
* Sends the opponent in front of Gohan. Smash hit wall bounces and can followup with Super Dash for sliding knockdown.<br />
In the corner, non-Smash hit can link into j.L, j.M and j.236L/H.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Upon using, Gohan pauses for a split second and starts a fall. L version keeps all momentum, M and H always moves forward.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hold down L, M, H to continue kicking until landing. Performs 3 kicks at minimum.<br />
* Very long landing recovery which can only be Super cancelled. Combos into both Supers at intermediate hitstun decay.<br />
* Safe on block (-5) despite the recovery.<br />
Depending on the height, Gohan will do an extra kick before landing even if no buttons are held to make it easier to combo afterward.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Performs 7 kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.<br />
* Smash on the last hit.<br />
* On hit, only recovers upon landing. Smash hit wall bounces, can link into 236M from midscreen.<br />
* On block, Gohan will reposition himself to a fixed height.<br />
* Removes all other added landing recovery.<br />
Safe on block (-2), you can either sneak in a j.L before landing or backdash and reset to neutral.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Similar to M version but with 13 kicks.<br />
* On hit, recovers in the air. Smash hit causes a big wall bounce.<br />
* Removes all other added landing recovery.<br />
Plus on block (+2), but j.236H > j.L can still be 2H'd.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Dragon Flight</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=<br />
|input=214L/M/H<br />
|name=Super Dragon Flight<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Frame 1 anti-air.<br />
Unscaled starter, a great punish for willy nilly Vanishes. <br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Frame 1 full invul.<br />
* 5MMM version causes a big corner bounces.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Frame 1 full invul.<br />
* Smash hit performs the full uppercut. This uppercut can be Vanish cancelled.<br />
* Gut punch crumples grounded opponent on Smash hit, launches them high up on non-Smash.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=r u ok<br />
|input=A1/A2<br />
|name=Super Dragon Flight<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* DP on demand.<br />
* Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Motionless Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_MotionlessKamehameha.png |caption=<br />
|image2=DBFZ_TeenGohan_MotionlessKamehameha2.png |caption2=<br />
|input=236L+M or 236H+S<br />
|name=Motionless Kamehameha<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Minimum damage: 91*10 (910).<br />
* Close hit, the beam will try to vacuum the opponent into its center, making it possible to DHC into some grounded Supers.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Father-Son Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FatherSonKamehameha.png |caption=<br />
|image2=DBFZ_TeenGohan_FatherSonKamehameha2.png |caption2=<br />
|image3=DBFZ_TeenGohan_FatherSonKamehamehaFullPower.png |caption3=Just like my Japanese animes<br />
|input=214L+M or 214H+S<br />
|name=Father-Son Kamehameha <br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Father-Son Kamehameha}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 87*20 (1740).<br />
* Good oki. Gohan can beat wake up 2H with a regular jump air attack.<br />
Hits full screen and has good vertical reach as well. Slower startup than average so be careful about using it as a reversal.<br />
}}<br />
{{AttackVersion|name=Full Power|subtitle=Hold down any button on hit or clash}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214[LM]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 87*20, 55*20 (2840).<br />
* Weak oki. Gohan can maintain pressure at close range but nothing more.<br />
Not efficient but good for finishing opponents.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Teen Gohan/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Teen Gohan/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Gohan]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/SS_Goku&diff=137145DBFZ/SS Goku2019-12-10T20:44:24Z<p>67.186.80.30: /* Strengths/Weaknesses */</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 />
{{#lsth:DBFZ/SS Goku/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced<br />
;Team Role<br />
:Anchor<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 friends, his planet, and even his universe, but through these hardships he has pushed himself further and further beyond, unlocking the legendary power of Super Saiyan after his friend, Krillin, was killed by Frieza. Even under constant threats, Goku has stepped up, pushing himself in order 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 />
* High average damage.<br />
* Has an anywhere, meterless sliding knockdown.<br />
* His buttons range from good to amazing, with one of the best 2M in the game.<br />
* Amazing stagger pressure with 4LL, and most of his normals being safe on block.<br />
* One of the few beam assist in the game.<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 />
* Mix-up game is very basic.<br />
* While he has options for every situation, he is generally outclassed by specialist characters.<br />
|-<br />
|}<br />
{{#lst:DBFZ/SS Goku/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_5L.png |caption=<br />
|image2=DBFZ_SSGoku_5LL.png |caption2=<br />
|image3=DBFZ_SSGoku_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/SS Goku/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Basic jab.<br />
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 and a better hitbox for catching airborne opponents.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/SS Goku/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Has less range than his other mediums though so make sure not to whiff with this move.<br />
<br />
Mostly used as combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/SS Goku/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Stays grounded<br />
* Can link into j.L in the corner<br />
* Jails into Vanish<br />
Offers no mix-up potential and doesn't provide him any combos that are as damaging as his other routes. The hitbox while reaches behind him is also firmly horizontal which prevents it from connecting after his 5LL hits an airborne opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Decent range<br />
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.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall splats on Smash hit.<br />
* Non-Smash can still combo into Super Dash in the corner.<br />
Staggered 5H can beat Solo Guard Cancel thanks to its "privileged" frame data.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_5S.png |caption= have this egg<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Mash or hold S to shoot all 6 Ki blasts.<br />
* Last Ki blast launches.<br />
You should always only use 2 Ki blasts. Shooting less is safer, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A lower jab.<br />
Inferior to 5L in almost every way. Though it's not a bad button to use to mash out of pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_2M.png |caption=God normal<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Great range and very active hitbox.<br />
* Launches on hit.<br />
Absolutely vital to Goku's gameplan. 2M 2M and 5S 2M beat mashing more often than you'd expect.<br />
<br />
This amazing 2M and the damage Goku gets from it is why you have to respect his stagger. One wrong move and you can easily lose 5k. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Puts him airborne.<br />
* Smash hit combos into Super Dash.<br />
Go to anti-air. On block, cancelling into j.236S[2] will beat counter 2H attempts.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Keeps grounded opponent standing.<br />
2S > SD and 2S 2S both true combo on airborne opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead.<br />
* Uses the same hitboxes and hurtboxes of Goku's j.H.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Just another jab.<br />
Go-to fuzzy normal. Though it's not as good as other j.Ls.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Decent range.<br />
IAD j.M is Goku's best cross-up option. On hit, confirms with j.S into microdash 5L.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_jH.png |caption=Hammer<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:DBFZ/SS Goku/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall bounces on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a sliding knockdown on Smash hit.<br />
Go-to jump in. On safe jumps, j.H 4S is an OS that gives j.H > j.S on hit or a Reflect on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Jump back j.S is a decent keep away. Can also be used higher up to snipe grounded opponent, but beware of the landing recovery.<br />
<br />
This is also a fantastic combo filler, being used in all combos from basic BnBs to advanced loops. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Smash hit combos into Super Dash.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Dragon Flash Fist</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_DragonFlashFist.png |caption= <br />
|input=236L/M/H (Air OK)<br />
|name=Dragon Flash Fist<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground versions don't have Head attribute.<br />
* Removes any landing recovery.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/SS Goku/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sliding knockdown on Smash hit. Can combo into Supers.<br />
* Goes half screen.<br />
j.S > j.236L is his anywhere meterless sliding knockdown. Though the oki is slightly worse than Smash j.H, and it'll drop at higher hitstun decay.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/SS Goku/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground bounces and sliding knockdown on Smash hit.<br />
* Goes almost fullscreen.<br />
j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M ▷ 5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where j.236M ▷ 5L/2L doesn't work.<br />
<br />
SD > j.214M into j.236M extension works at further from the corner than you'd expect. This extension is also Goku's highest damaging combo route.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/SS Goku/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen.<br />
* Values in [ ] is when the opponent is in untech time (air hitstun).<br />
* Ground bounces and sliding knockdown on Smash hit.<br />
While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend.<br />
<br />
Teleport comes from the direction ''Goku's'' facing and not the opponent's. So a cross-up normal jump into j.236H will hit from their back. IAD and super jump won't work because he will turn around.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground versions don't have Head attribute.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/SS Goku/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version keeps grounded opponent standing.<br />
j.214L after a blocked SD (yours or the opponent's) is a decent check to see if they are pressing any button.<br />
<br />
Its fast startup also makes it able to combo from non-Smash j.H and j.2H.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/SS Goku/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has great corner carry.<br />
* Smash on last hit. Smash hit wall splats, can link into SD in the corner.<br />
* Smash 5MMM wall bounces.<br />
* Ground version recovers in the air.<br />
Absolutely suicidal to use in neutral. It is mostly used in corner BnBs.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/SS Goku/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen.<br />
* Ground version recovers in the air.<br />
Similar to M versions. H versions don't have enough utilities to justify the 1 bar they spend.<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={{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SS Goku/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both versions can be angled by holding {{2}} or {{8}} after the input.<br />
* Ground and air sideways wall splat.<br />
* Ground aimed up and air aimed down launches.<br />
* Jails into Vanish.<br />
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. Tk.236S[2] is also a very efficient cross-up fake out.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_SSGoku_Kamehameha.png |caption=Neutral 101<br />
|input=A1/A2<br />
|name=Kamehameha<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall splats.<br />
The beam will wash away everything on ground level, letting you approach pretty much risk-free. It's also really good at covering for mixups. Goku assist into tick throw DR is extremely good due to the colors of the two blending together.<br />
<br />
As a combo extension tool, it's rather lacking midscreen, but really good in the corner. Typcally used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into snapbacks.<br />
}}<br />
}}<br />
<br />
==Supers==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SS Goku/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both versions can be angled by holding {{2}} or {{8}} after the input. Angled Kames at close range will hold them in place until the last hit.<br />
* Values in [ ] are for angled versions.<br />
* Aimed down version causes a sliding knockdown.<br />
* Minimum damage: Straight: 77*10 (770), Ground aimed up: 81*10 (810), Air aimed down: 75*10 (750).<br />
j.236LM[2] can set up safe jumps if Goku isn't too high up and still has his air options.<br />
<br />
DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique DHC-nergies like down Kame into Piccolo's fully charged SBC.<br />
<br />
Aiming up always has enough hitstun to link into Vanish afterward.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Warp Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_WarpKamehameha.png |caption=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SS Goku/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports to the ground and to the opponent's back during the super freeze.<br />
* Minimum damage: 81*10 (810).<br />
Almost identical to grounded Super Kamehameha aimed up, but thanks to the teleport it can actually hit from midscreen. Its only real downside is the sideswitch.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Meteor Smash</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_MeteorSmash.png |caption=Oh, is it gonna kill?<br />
|image2=DBFZ_SSGoku_MeteorSmash2.png |caption2=NO WAY IT KILLED!!1!<br />
|input=214L+M or 214H+S<br />
|name=Meteor Smash<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Stays grounded, teleports to the opponent's back after the super freeze.<br />
* Causes a hard knockdown on hit, positions them at the opposite edge of the screen.<br />
* Minimum damage: 1759.<br />
Goku's only invincible reversal. On hit, the most you can get as oki is dash jump j.M safejump.<br />
<br />
Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 and Yamcha).<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/SS Goku/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/SS Goku/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/SS_Goku&diff=137143DBFZ/SS Goku2019-12-10T20:42:15Z<p>67.186.80.30: /* Strengths/Weaknesses */</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 />
{{#lsth:DBFZ/SS Goku/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced<br />
;Team Role<br />
:Anchor<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 friends, his planet, and even his universe, but through these hardships he has pushed himself further and further beyond, unlocking the legendary power of Super Saiyan after his friend, Krillin, was killed by Frieza. Even under constant threats, Goku has stepped up, pushing himself in order 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 />
* Great solo damage. <br />
* Has an anywhere, meterless sliding knockdown.<br />
* His buttons range from good to amazing, with one of the best 2M in the game.<br />
* Amazing stagger pressure with 4LL, and most of his normals being safe on block.<br />
* One of the few beam assist in the game.<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 />
* Mix-up game is very basic.<br />
* While he has options for every situation, he is generally outclassed by specialist characters.<br />
|-<br />
|}<br />
{{#lst:DBFZ/SS Goku/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_5L.png |caption=<br />
|image2=DBFZ_SSGoku_5LL.png |caption2=<br />
|image3=DBFZ_SSGoku_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/SS Goku/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Basic jab.<br />
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 and a better hitbox for catching airborne opponents.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/SS Goku/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Has less range than his other mediums though so make sure not to whiff with this move.<br />
<br />
Mostly used as combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/SS Goku/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Stays grounded<br />
* Can link into j.L in the corner<br />
* Jails into Vanish<br />
Offers no mix-up potential and doesn't provide him any combos that are as damaging as his other routes. The hitbox while reaches behind him is also firmly horizontal which prevents it from connecting after his 5LL hits an airborne opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Decent range<br />
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.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall splats on Smash hit.<br />
* Non-Smash can still combo into Super Dash in the corner.<br />
Staggered 5H can beat Solo Guard Cancel thanks to its "privileged" frame data.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_5S.png |caption= have this egg<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Mash or hold S to shoot all 6 Ki blasts.<br />
* Last Ki blast launches.<br />
You should always only use 2 Ki blasts. Shooting less is safer, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A lower jab.<br />
Inferior to 5L in almost every way. Though it's not a bad button to use to mash out of pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_2M.png |caption=God normal<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Great range and very active hitbox.<br />
* Launches on hit.<br />
Absolutely vital to Goku's gameplan. 2M 2M and 5S 2M beat mashing more often than you'd expect.<br />
<br />
This amazing 2M and the damage Goku gets from it is why you have to respect his stagger. One wrong move and you can easily lose 5k. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Puts him airborne.<br />
* Smash hit combos into Super Dash.<br />
Go to anti-air. On block, cancelling into j.236S[2] will beat counter 2H attempts.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Keeps grounded opponent standing.<br />
2S > SD and 2S 2S both true combo on airborne opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead.<br />
* Uses the same hitboxes and hurtboxes of Goku's j.H.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Just another jab.<br />
Go-to fuzzy normal. Though it's not as good as other j.Ls.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Decent range.<br />
IAD j.M is Goku's best cross-up option. On hit, confirms with j.S into microdash 5L.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_jH.png |caption=Hammer<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:DBFZ/SS Goku/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall bounces on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a sliding knockdown on Smash hit.<br />
Go-to jump in. On safe jumps, j.H 4S is an OS that gives j.H > j.S on hit or a Reflect on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Jump back j.S is a decent keep away. Can also be used higher up to snipe grounded opponent, but beware of the landing recovery.<br />
<br />
This is also a fantastic combo filler, being used in all combos from basic BnBs to advanced loops. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Smash hit combos into Super Dash.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Dragon Flash Fist</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_DragonFlashFist.png |caption= <br />
|input=236L/M/H (Air OK)<br />
|name=Dragon Flash Fist<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground versions don't have Head attribute.<br />
* Removes any landing recovery.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/SS Goku/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sliding knockdown on Smash hit. Can combo into Supers.<br />
* Goes half screen.<br />
j.S > j.236L is his anywhere meterless sliding knockdown. Though the oki is slightly worse than Smash j.H, and it'll drop at higher hitstun decay.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/SS Goku/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground bounces and sliding knockdown on Smash hit.<br />
* Goes almost fullscreen.<br />
j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M ▷ 5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where j.236M ▷ 5L/2L doesn't work.<br />
<br />
SD > j.214M into j.236M extension works at further from the corner than you'd expect. This extension is also Goku's highest damaging combo route.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/SS Goku/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen.<br />
* Values in [ ] is when the opponent is in untech time (air hitstun).<br />
* Ground bounces and sliding knockdown on Smash hit.<br />
While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend.<br />
<br />
Teleport comes from the direction ''Goku's'' facing and not the opponent's. So a cross-up normal jump into j.236H will hit from their back. IAD and super jump won't work because he will turn around.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground versions don't have Head attribute.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/SS Goku/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version keeps grounded opponent standing.<br />
j.214L after a blocked SD (yours or the opponent's) is a decent check to see if they are pressing any button.<br />
<br />
Its fast startup also makes it able to combo from non-Smash j.H and j.2H.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/SS Goku/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has great corner carry.<br />
* Smash on last hit. Smash hit wall splats, can link into SD in the corner.<br />
* Smash 5MMM wall bounces.<br />
* Ground version recovers in the air.<br />
Absolutely suicidal to use in neutral. It is mostly used in corner BnBs.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/SS Goku/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen.<br />
* Ground version recovers in the air.<br />
Similar to M versions. H versions don't have enough utilities to justify the 1 bar they spend.<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={{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SS Goku/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both versions can be angled by holding {{2}} or {{8}} after the input.<br />
* Ground and air sideways wall splat.<br />
* Ground aimed up and air aimed down launches.<br />
* Jails into Vanish.<br />
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. Tk.236S[2] is also a very efficient cross-up fake out.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_SSGoku_Kamehameha.png |caption=Neutral 101<br />
|input=A1/A2<br />
|name=Kamehameha<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall splats.<br />
The beam will wash away everything on ground level, letting you approach pretty much risk-free. It's also really good at covering for mixups. Goku assist into tick throw DR is extremely good due to the colors of the two blending together.<br />
<br />
As a combo extension tool, it's rather lacking midscreen, but really good in the corner. Typcally used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into snapbacks.<br />
}}<br />
}}<br />
<br />
==Supers==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SS Goku/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both versions can be angled by holding {{2}} or {{8}} after the input. Angled Kames at close range will hold them in place until the last hit.<br />
* Values in [ ] are for angled versions.<br />
* Aimed down version causes a sliding knockdown.<br />
* Minimum damage: Straight: 77*10 (770), Ground aimed up: 81*10 (810), Air aimed down: 75*10 (750).<br />
j.236LM[2] can set up safe jumps if Goku isn't too high up and still has his air options.<br />
<br />
DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique DHC-nergies like down Kame into Piccolo's fully charged SBC.<br />
<br />
Aiming up always has enough hitstun to link into Vanish afterward.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Warp Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_WarpKamehameha.png |caption=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SS Goku/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports to the ground and to the opponent's back during the super freeze.<br />
* Minimum damage: 81*10 (810).<br />
Almost identical to grounded Super Kamehameha aimed up, but thanks to the teleport it can actually hit from midscreen. Its only real downside is the sideswitch.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Meteor Smash</font> ======<br />
{{MoveData<br />
|image=DBFZ_SSGoku_MeteorSmash.png |caption=Oh, is it gonna kill?<br />
|image2=DBFZ_SSGoku_MeteorSmash2.png |caption2=NO WAY IT KILLED!!1!<br />
|input=214L+M or 214H+S<br />
|name=Meteor Smash<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Stays grounded, teleports to the opponent's back after the super freeze.<br />
* Causes a hard knockdown on hit, positions them at the opposite edge of the screen.<br />
* Minimum damage: 1759.<br />
Goku's only invincible reversal. On hit, the most you can get as oki is dash jump j.M safejump.<br />
<br />
Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 and Yamcha).<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/SS Goku/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/SS Goku/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/DBS_Broly&diff=136383DBFZ/DBS Broly2019-12-06T02:18:16Z<p>67.186.80.30: /* 5S */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Broly (DBS)<br />
|-<br />
||<br />
[[File:DBFZ_DBS Broly_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/DBS Broly/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Grappler, Zoning<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Born around the same time as Prince Vegeta (and a few years before Kakarot, AKA Son Goku), Broly was placed in the elite nursery chamber due to his overwhelming powerlevel that apparently went higher than readers could scan. Because of this, King Vegeta banished Broly to a distant planet, thought to be uninhabitable. His father Paragus attempted to save him by giving chase, yet he too ended up getting stranded on the planet. In order to make the best out of a bad situation, he decided to train the young Broly. Many years later, their distress signal was found by members of the Frieza Force and were allowed to join it due to also wanting revenge on the Saiyans. Broly started off being almost no match for the pair, but as the fight went on his power started skyrocketing. However, tragedy struck in the middle of battle, as a “stray energy blast” accidentally killed Paragus. This death caused Broly to transform into the Legendary Super Saiyan, pushing him far beyond the limits of a Saiyan and being a tough match for the two saiyans. <br />
<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 />
* Very high damage with meter and assists.<br />
* Excels at grappling the opponent with quick grabs, anti-air grabs, OTG grabs, you name it. H Gigantic Fury is particularly egregious. j.2H also helps give Broly very good corner carry.<br />
* Solid supers that enable a lot of DHC potential, such as Base Goku's Super Spirit Bomb and four way mixups off of Gigantic Charge.<br />
* Very good long range game. Solid 5S, j.S cannot be superdashed and is all-around amazing, Eraser Blow is armored and recovers extremely quickly, and a beam.<br />
* Generally insane range on all of his normals.<br />
* Surprisingly useful autocombo that can never miss, and helps him with his slide knockdowns.<br />
* Assist covers the entire screen and hits decently high. Broly SMASH.<br />
* Gigantic Roar makes him take his armor off, which gives him a 5% damage boost for the rest of the match as mandated by Dragon Ball's rules.<br />
* Is a very good boy with a hot GF.<br />
* His dramatic finish lasts a full 60 seconds for maximum style points.<br />
| style="width: 50%;"|<br />
* Extremely unorthodox combo routes and playstyle compared to nearly every other character. Requires a good chunk of labbing and decent execution to optimize.<br />
* Normals are on the slower side, along with holding the crown for slowest 5L in the game at '''TEN FRAMES.'''<br />
* Struggles to get slide knockdowns without assists, giving him rather poor midscreen oki. His level 3 doesn't help at all.<br />
* Quite meter/assist hungry to get conversions off of his grabs midscreen, or knockdowns.<br />
* Large hurtbox, making him susceptible to [[Fuzzy Overhead|fuzzy overheads]].<br />
* Not a single one of his normals is safe on block, and the specials that make him safe can usually be reflected.<br />
* Not a monster nor a demon (nor da Devil)<br />
* Playing as him will make people talk about his new voice actor, or calling him a '''DEAD WEIGHT'''.<br />
|-<br />
|}<br />
{{#lst:DBFZ/DBS Broly/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_5L.png |caption=Me Big Boy, Me Punch Slow<br />
|image2=DBFZ_DBSBroly_5LL.png |caption2=<br />
|image3=DBFZ_DBSBroly_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/DBS Broly/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* THE slowest 5L in the game<br />
However 2L is 6f, so he'll be using that move for challenge instead<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/DBS Broly/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Blows the opponent all the way up<br />
* Has enough hitstun to combo into SD<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/DBS Broly/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Only comes out on hit, and since it's frame 1, it can't whiff<br />
* Combos into SD<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Goes almost halfscreen.<br />
Kind of slow startup, but range is immense and compensates for it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has 1 hit of mid/high armor.<br />
* During 5[H], if the armor is triggered, he will automatically stop charging and attack.<br />
* Values in [] is when fully charged.<br />
* Goes half screen, fully charged goes a tiny bit further.<br />
* Smash hit launches higher than most 5H, wall splats.<br />
* Can link into 2L in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hold or mash S to shoot all 5 Ki blasts.<br />
* Last Ki blast launches.<br />
Doesn't beat other Ki Blasts like DBZ Broly.<br />
Excellent zoning tool, as it can't be superdashed through if blocked.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_2L.png |caption=Despite not hitting low, it's more useful than you think.<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Launches.<br />
Due to his jab being slow and his 2L having decent range, you're mostly gonna use 2L as a jab and chain into 5L.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_2M.png |caption=Stupid spiders!<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can chain into itself up to 4 times.<br />
* If cancelled from 5M, can only stomp twice. Similarly, stomping more than 2 times will prevent galting into 5M.<br />
* On block, there's a 6f gap between each follow up stomps.<br />
Despite the 6f gap, due to having higher priority, the followups will beat any 6f 5L if they try to mash.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Smash hit combos into SD<br />
Non-Smash can still combo into SD in the corner, or into 214M for SKD.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_2S.png |caption=yyYYYEAAAAHHHH!!!<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has Beam properties<br />
* On block, jails into SD in the corner<br />
* Scales poorly as a starter and mid combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_6M.png |caption= <br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6H</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_6H.png |caption= <br />
|input=Headbutt<br />
|name=6H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|6H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.<br />
* On hit, keeps grounded opponent standing, ground bounces airborne.<br />
Good for catching backdashes and reflects.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Huge hitbox for a j.L<br />
Incredible air-to-air, useful for jabbing Super Dash.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_jM.png |caption=Janemba's gonna sue.<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Literally just Janemba j.M<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:DBFZ/DBS Broly/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit wall bounces.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/DBS Broly/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit causes sliding knockdown.<br />
* Very slow for a j.H.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_jS.png |caption=I make the beeg boll<br />
|image2=DBFZ_DBSBroly_jS2.png |caption2=Absolutely godlike beeg boll thamk you<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hitbox is active as he's holding the ball up.<br />
* Can't go offscreen, will "slide" against the corner's wall.<br />
* Explodes when it hits the ground, enabling relaunches with 2L.<br />
* Cannot be Super Dashed through.<br />
Very useful for his corner combos. Gives safe raw tag at close range, and can also be used for zoning since it's rather fast.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Airthrow with some limited tracking.<br />
* Smash hit wall bounces.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Raging Quake</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_RagingQuake.png |caption=BROLY<br />
|image2=DBFZ_DBSBroly_RagingQuake2.png |caption2='''''SMASH'''''<br />
|input=236L/M/H (Air OK)<br />
|name=Raging Quake<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Damage: Raw / Non-Smash / Smash<br />
* Has 3 hits: one when he's airborne, a punch when he lands, and the shockwave<br />
* Smash on the first two, but not on the shockwave<br />
* Non-Smash first hit causes very small ground bounces<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/DBS Broly/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/DBS Broly/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Shockwave only hits in front of Broly.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/DBS Broly/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/DBS Broly/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Shockwave hits fullscreen.<br />
* Ground version corner splats on Smash hit.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/DBS Broly/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/DBS Broly/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Shockwave hits fullscreen.<br />
* Both versions bounces them up with high hitstun on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gigantic Fury</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_GiganticFury.png |caption=<br />
|image2=DBFZ_DBSBroly_GiganticFury2.png |caption2=<br />
|image3=DBFZ_DBSBroly_GiganticFury3.png |caption3=<br />
|input=214L/M/H<br />
|name=Gigantic Fury<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Non-Smash causes sliding knockdown<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/DBS Broly/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit wall bounces.<br />
* Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/DBS Broly/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit wall bounces.<br />
* Head invul from frame 4.<br />
* Can only grab airborne opponents.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/DBS Broly/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit bounces them up with high hitstun.<br />
* Head invul from frame 1.<br />
* If the opponent is grounded when this move is inputted, Broly will do 214L, if they're in the air, he will do 214M.<br />
Has longer range than L and M versions and can be extended midscreen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eraser Blow</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_EraserBlow.png |caption= <br />
|input=236S<br />
|name=Eraser Blow<br />
|data=<br />
{{AttackDataHeader-DBFZ|}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|236S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Damage: Raw / Non-Smash / Smash.<br />
* Throws an orb at a 35 degree angle.<br />
* Has 1 hit of super armor from frame 4.<br />
* Smash on the physical hit before the projectile, Smash hit followups with a sideswitching hit into sliding knockdown.<br />
* Smash hit can link into dash 214S anywhere on screen.<br />
Will catch people trying to jump out of Broly's blockstrings. If they jump extremely late to prevent being caught by the physical hit, Broly is plus and can safely continue the string with 2L.<br />
<br />
Arguably better than Z Broly's Eraser Blow in terms of zoning. Catches superdash so effectively that even if the blast is blocked, Broly is +1 and can continue attacking. Additionally, if they choose to mash immediately upon hitting Broly's armor, they will eat the physical hit if timed properly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gigantic Heave</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_GiganticHeave.png |caption=Nice to meet you sir<br />
|image2=DBFZ_DBSBroly_GiganticHeave2.png |caption2= <br />
|input=214S<br />
|name=Gigantic Heave<br />
|data=<br />
{{AttackDataHeader-DBFZ|}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|214S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Raw hit can only grab standing opponent (whiffs on crouching). Mid-combo can grab grounded, airborne, and OTG.<br />
* On hit, switches sides, is special cancellable.<br />
* Smash hit combos into SD.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_RagingQuake2.png |caption=Changing futures<br />
|input=A1/A2<br />
|name=Raging Quake<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Only the shockwave has hitbox, hits fullscreen.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Gigantic Charge</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_GiganticCharge.png |caption=<br />
|image2=DBFZ_DBSBroly_GiganticCharge2.png |caption2=<br />
|input=236L+M<br />
|name=Gigantic Charge<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Switches sides on hit and block.<br />
* On hit, forces a soft knockdown, leaves you in the +20 range.<br />
* Minimum damage: 160, 700 (860). He will still continue the super even if DHC'd out.<br />
Due to the sideswap and forced distance change, certain characters can get a 4 way mixup off of Level 3 DHCs after Gigantic Charge.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gigantic Impact</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_GiganticImpact.png |caption=<br />
|image2=DBFZ_DBSBroly_OmegaBlaster.png |caption2=''*insert RTL jokes here*''<br />
|input=j.236L+M<br />
|name=Gigantic Impact<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Gigantic Impact}}<br />
{{#lsth:DBFZ/DBS Broly/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Press L/M/H/S to do followups, can be done even on whiff. Has guard point till recovery.<br />
* All 3 hits can be aimed. Does {{3}} {{9}} {{2}} by default.<br />
* Downward directions give sliding knockdown.<br />
* Minimum damage: 195*3 (585).<br />
}}<br />
{{AttackVersion|name=Omega Blaster|subtitle=Gigantic Impact > L+M or H+S}}<br />
{{#lsth:DBFZ/DBS Broly/Data|j.236LM > LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Attacks with a giant barrier.<br />
* Minimum damage: 110*6 (660).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Meteor Shower</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_MeteorShower.png |caption=Broly and Cell might get along well<br />
|image2=DBFZ_DBSBroly_MeteorShower2.png |caption2=But Kid Buu and Broly would get along sorely<br />
|input=236H+S (Air OK)<br />
|name=Meteor Shower<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/DBS Broly/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/DBS Broly/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Reversal Super, does 1 hit with barrier, shoots Ki blasts in all directions, then after recovery some more Ki blasts will fall down<br />
* Always teleports back to the ground during recovery.<br />
* Ki blasts won't rain down if he DHC out. These Ki blasts will also explodes if he gets hit, but not if he blocks or raw tags out.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gigantic Roar</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_GiganticRoar.png |caption=Well it's getting hot in here so time to take my top off<br />
|image2=DBFZ_DBSBroly_GiganticRoar2.png |caption2=blaaaaaaargh<br />
|input=214L+M or 214H+S<br />
|name=Gigantic Roar<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Goes almost fullscreen.<br />
* On hit, goes full gachi, all damage from Broly is increased by 5% for the rest of the match.<br />
* Minimum damage: 280, 100*15 (1780).<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/DBS Broly/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/DBS Broly/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Broly]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/DBS_Broly&diff=136382DBFZ/DBS Broly2019-12-06T02:07:22Z<p>67.186.80.30: /* 5S */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Broly (DBS)<br />
|-<br />
||<br />
[[File:DBFZ_DBS Broly_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/DBS Broly/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Grappler, Zoning<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Born around the same time as Prince Vegeta (and a few years before Kakarot, AKA Son Goku), Broly was placed in the elite nursery chamber due to his overwhelming powerlevel that apparently went higher than readers could scan. Because of this, King Vegeta banished Broly to a distant planet, thought to be uninhabitable. His father Paragus attempted to save him by giving chase, yet he too ended up getting stranded on the planet. In order to make the best out of a bad situation, he decided to train the young Broly. Many years later, their distress signal was found by members of the Frieza Force and were allowed to join it due to also wanting revenge on the Saiyans. Broly started off being almost no match for the pair, but as the fight went on his power started skyrocketing. However, tragedy struck in the middle of battle, as a “stray energy blast” accidentally killed Paragus. This death caused Broly to transform into the Legendary Super Saiyan, pushing him far beyond the limits of a Saiyan and being a tough match for the two saiyans. <br />
<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 />
* Very high damage with meter and assists.<br />
* Excels at grappling the opponent with quick grabs, anti-air grabs, OTG grabs, you name it. H Gigantic Fury is particularly egregious. j.2H also helps give Broly very good corner carry.<br />
* Solid supers that enable a lot of DHC potential, such as Base Goku's Super Spirit Bomb and four way mixups off of Gigantic Charge.<br />
* Very good long range game. Solid 5S, j.S cannot be superdashed and is all-around amazing, Eraser Blow is armored and recovers extremely quickly, and a beam.<br />
* Generally insane range on all of his normals.<br />
* Surprisingly useful autocombo that can never miss, and helps him with his slide knockdowns.<br />
* Assist covers the entire screen and hits decently high. Broly SMASH.<br />
* Gigantic Roar makes him take his armor off, which gives him a 5% damage boost for the rest of the match as mandated by Dragon Ball's rules.<br />
* Is a very good boy with a hot GF.<br />
* His dramatic finish lasts a full 60 seconds for maximum style points.<br />
| style="width: 50%;"|<br />
* Extremely unorthodox combo routes and playstyle compared to nearly every other character. Requires a good chunk of labbing and decent execution to optimize.<br />
* Normals are on the slower side, along with holding the crown for slowest 5L in the game at '''TEN FRAMES.'''<br />
* Struggles to get slide knockdowns without assists, giving him rather poor midscreen oki. His level 3 doesn't help at all.<br />
* Quite meter/assist hungry to get conversions off of his grabs midscreen, or knockdowns.<br />
* Large hurtbox, making him susceptible to [[Fuzzy Overhead|fuzzy overheads]].<br />
* Not a single one of his normals is safe on block, and the specials that make him safe can usually be reflected.<br />
* Not a monster nor a demon (nor da Devil)<br />
* Playing as him will make people talk about his new voice actor, or calling him a '''DEAD WEIGHT'''.<br />
|-<br />
|}<br />
{{#lst:DBFZ/DBS Broly/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_5L.png |caption=Me Big Boy, Me Punch Slow<br />
|image2=DBFZ_DBSBroly_5LL.png |caption2=<br />
|image3=DBFZ_DBSBroly_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/DBS Broly/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* THE slowest 5L in the game<br />
However 2L is 6f, so he'll be using that move for challenge instead<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/DBS Broly/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Blows the opponent all the way up<br />
* Has enough hitstun to combo into SD<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/DBS Broly/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Only comes out on hit, and since it's frame 1, it can't whiff<br />
* Combos into SD<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Goes almost halfscreen.<br />
Kind of slow startup, but range is immense and compensates for it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has 1 hit of mid/high armor.<br />
* During 5[H], if the armor is triggered, he will automatically stop charging and attack.<br />
* Values in [] is when fully charged.<br />
* Goes half screen, fully charged goes a tiny bit further.<br />
* Smash hit launches higher than most 5H, wall splats.<br />
* Can link into 2L in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hold or mash S to shoot all 5 Ki blasts.<br />
* Last Ki blast launches.<br />
Doesn't beat other Ki Blasts like DBZ Broly.<br />
Excellent zoning tool, as it can't be superdashed through.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_2L.png |caption=Despite not hitting low, it's more useful than you think.<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Launches.<br />
Due to his jab being slow and his 2L having decent range, you're mostly gonna use 2L as a jab and chain into 5L.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_2M.png |caption=Stupid spiders!<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can chain into itself up to 4 times.<br />
* If cancelled from 5M, can only stomp twice. Similarly, stomping more than 2 times will prevent galting into 5M.<br />
* On block, there's a 6f gap between each follow up stomps.<br />
Despite the 6f gap, due to having higher priority, the followups will beat any 6f 5L if they try to mash.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Smash hit combos into SD<br />
Non-Smash can still combo into SD in the corner, or into 214M for SKD.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_2S.png |caption=yyYYYEAAAAHHHH!!!<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has Beam properties<br />
* On block, jails into SD in the corner<br />
* Scales poorly as a starter and mid combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_6M.png |caption= <br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6H</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_6H.png |caption= <br />
|input=Headbutt<br />
|name=6H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|6H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.<br />
* On hit, keeps grounded opponent standing, ground bounces airborne.<br />
Good for catching backdashes and reflects.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Huge hitbox for a j.L<br />
Incredible air-to-air, useful for jabbing Super Dash.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_jM.png |caption=Janemba's gonna sue.<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Literally just Janemba j.M<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:DBFZ/DBS Broly/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit wall bounces.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/DBS Broly/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit causes sliding knockdown.<br />
* Very slow for a j.H.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_jS.png |caption=I make the beeg boll<br />
|image2=DBFZ_DBSBroly_jS2.png |caption2=Absolutely godlike beeg boll thamk you<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hitbox is active as he's holding the ball up.<br />
* Can't go offscreen, will "slide" against the corner's wall.<br />
* Explodes when it hits the ground, enabling relaunches with 2L.<br />
* Cannot be Super Dashed through.<br />
Very useful for his corner combos. Gives safe raw tag at close range, and can also be used for zoning since it's rather fast.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Airthrow with some limited tracking.<br />
* Smash hit wall bounces.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Raging Quake</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_RagingQuake.png |caption=BROLY<br />
|image2=DBFZ_DBSBroly_RagingQuake2.png |caption2='''''SMASH'''''<br />
|input=236L/M/H (Air OK)<br />
|name=Raging Quake<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Damage: Raw / Non-Smash / Smash<br />
* Has 3 hits: one when he's airborne, a punch when he lands, and the shockwave<br />
* Smash on the first two, but not on the shockwave<br />
* Non-Smash first hit causes very small ground bounces<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/DBS Broly/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/DBS Broly/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Shockwave only hits in front of Broly.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/DBS Broly/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/DBS Broly/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Shockwave hits fullscreen.<br />
* Ground version corner splats on Smash hit.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/DBS Broly/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/DBS Broly/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Shockwave hits fullscreen.<br />
* Both versions bounces them up with high hitstun on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gigantic Fury</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_GiganticFury.png |caption=<br />
|image2=DBFZ_DBSBroly_GiganticFury2.png |caption2=<br />
|image3=DBFZ_DBSBroly_GiganticFury3.png |caption3=<br />
|input=214L/M/H<br />
|name=Gigantic Fury<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Non-Smash causes sliding knockdown<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/DBS Broly/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit wall bounces.<br />
* Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/DBS Broly/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit wall bounces.<br />
* Head invul from frame 4.<br />
* Can only grab airborne opponents.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/DBS Broly/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit bounces them up with high hitstun.<br />
* Head invul from frame 1.<br />
* If the opponent is grounded when this move is inputted, Broly will do 214L, if they're in the air, he will do 214M.<br />
Has longer range than L and M versions and can be extended midscreen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eraser Blow</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_EraserBlow.png |caption= <br />
|input=236S<br />
|name=Eraser Blow<br />
|data=<br />
{{AttackDataHeader-DBFZ|}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|236S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Damage: Raw / Non-Smash / Smash.<br />
* Throws an orb at a 35 degree angle.<br />
* Has 1 hit of super armor from frame 4.<br />
* Smash on the physical hit before the projectile, Smash hit followups with a sideswitching hit into sliding knockdown.<br />
* Smash hit can link into dash 214S anywhere on screen.<br />
Will catch people trying to jump out of Broly's blockstrings. If they jump extremely late to prevent being caught by the physical hit, Broly is plus and can safely continue the string with 2L.<br />
<br />
Arguably better than Z Broly's Eraser Blow in terms of zoning. Catches superdash so effectively that even if the blast is blocked, Broly is +1 and can continue attacking. Additionally, if they choose to mash immediately upon hitting Broly's armor, they will eat the physical hit if timed properly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gigantic Heave</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_GiganticHeave.png |caption=Nice to meet you sir<br />
|image2=DBFZ_DBSBroly_GiganticHeave2.png |caption2= <br />
|input=214S<br />
|name=Gigantic Heave<br />
|data=<br />
{{AttackDataHeader-DBFZ|}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|214S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Raw hit can only grab standing opponent (whiffs on crouching). Mid-combo can grab grounded, airborne, and OTG.<br />
* On hit, switches sides, is special cancellable.<br />
* Smash hit combos into SD.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_RagingQuake2.png |caption=Changing futures<br />
|input=A1/A2<br />
|name=Raging Quake<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Only the shockwave has hitbox, hits fullscreen.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Gigantic Charge</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_GiganticCharge.png |caption=<br />
|image2=DBFZ_DBSBroly_GiganticCharge2.png |caption2=<br />
|input=236L+M<br />
|name=Gigantic Charge<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Switches sides on hit and block.<br />
* On hit, forces a soft knockdown, leaves you in the +20 range.<br />
* Minimum damage: 160, 700 (860). He will still continue the super even if DHC'd out.<br />
Due to the sideswap and forced distance change, certain characters can get a 4 way mixup off of Level 3 DHCs after Gigantic Charge.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gigantic Impact</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_GiganticImpact.png |caption=<br />
|image2=DBFZ_DBSBroly_OmegaBlaster.png |caption2=''*insert RTL jokes here*''<br />
|input=j.236L+M<br />
|name=Gigantic Impact<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Gigantic Impact}}<br />
{{#lsth:DBFZ/DBS Broly/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Press L/M/H/S to do followups, can be done even on whiff. Has guard point till recovery.<br />
* All 3 hits can be aimed. Does {{3}} {{9}} {{2}} by default.<br />
* Downward directions give sliding knockdown.<br />
* Minimum damage: 195*3 (585).<br />
}}<br />
{{AttackVersion|name=Omega Blaster|subtitle=Gigantic Impact > L+M or H+S}}<br />
{{#lsth:DBFZ/DBS Broly/Data|j.236LM > LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Attacks with a giant barrier.<br />
* Minimum damage: 110*6 (660).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Meteor Shower</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_MeteorShower.png |caption=Broly and Cell might get along well<br />
|image2=DBFZ_DBSBroly_MeteorShower2.png |caption2=But Kid Buu and Broly would get along sorely<br />
|input=236H+S (Air OK)<br />
|name=Meteor Shower<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/DBS Broly/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/DBS Broly/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Reversal Super, does 1 hit with barrier, shoots Ki blasts in all directions, then after recovery some more Ki blasts will fall down<br />
* Always teleports back to the ground during recovery.<br />
* Ki blasts won't rain down if he DHC out. These Ki blasts will also explodes if he gets hit, but not if he blocks or raw tags out.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gigantic Roar</font> ======<br />
{{MoveData<br />
|image=DBFZ_DBSBroly_GiganticRoar.png |caption=Well it's getting hot in here so time to take my top off<br />
|image2=DBFZ_DBSBroly_GiganticRoar2.png |caption2=blaaaaaaargh<br />
|input=214L+M or 214H+S<br />
|name=Gigantic Roar<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/DBS Broly/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Goes almost fullscreen.<br />
* On hit, goes full gachi, all damage from Broly is increased by 5% for the rest of the match.<br />
* Minimum damage: 280, 100*15 (1780).<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/DBS Broly/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/DBS Broly/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Broly]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Vegito&diff=132491DBFZ/SSB Vegito2019-11-04T21:21:19Z<p>67.186.80.30: /* Strengths/Weaknesses */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Vegito (SSGSS)<br />
|-<br />
||<br />
[[File:DBFZ_Vegito_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/SSB Vegito/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown, Footsies<br />
;Team Role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
The Potara fusion of Goku and Vegeta, Vegito ("Vege" from Vegeta and "tto" from Kakarotto), was first created during the fight against Majin Buu, and quickly proved himself to be an excellent fighter. He appeared once again to fight against Zamasu's fusion, this time with the power of the "Super Saiyan God Super Saiyans".<br />
<br />
Vegito makes his ''Dragon Ball FighterZ'' debut as a DLC character, sporting his signature Spirit Sword, which provides him with immense range. With an unorthodox, yet effective mixup game, deceptive normals and extreme damage off the slightest confirm, Vegito quickly proves his claim as "the strongest fusion".<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 />
* Low barrier to entry, with simple BnBs and straight-forward gameplan.<br />
* Solid toolkit, allowing him to adapt to most situations.<br />
* Good stagger pressure capabilities, with 5L, 5LL, 5M, and 2L being safe on block.<br />
* Amazing buttons, with 5L being one of the best of its kind.<br />
* Has access to a meterless knockdown everywhere on screen.<br />
* Boasts among the highest solo combo damage in the game.<br />
* Versatile supers that deal good damage and are easy to combo into.<br />
* Assist is good at blowing up other assists & baiting super-dash<br />
| style="width: 50%;"|<br />
* High/low mix-up game is basic.<br />
* Big hurtbox makes him susceptible to fuzzy guard 50/50s.<br />
* Corner BnBs require the use of resources to score a knockdown.<br />
* Close range normals are on the slower side.<br />
* Assist has low stun, making it difficult to use during pressure and combos.<br />
<br />
|-<br />
|}<br />
{{#lst:DBFZ/SSB Vegito/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_5L.png |caption= I have a quick question...<br />
|image2=DBFZ_Vegito_5LL.png |caption2= What's that on your face?<br />
|image3=DBFZ_Vegito_5LLL.png |caption3= MAH FIST!<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits multiple times, but it's considered to be one hit for scaling purposes<br />
* Huge range but also huge recovery on whiff<br />
* High probability of winning in clash scenarios. Reflect or reversals are the only 2 options if a clash occurs, as it will wins against anything else.<br />
* Due to the multiple hits, the move is unquestionably the easiest normal to convert off of both in the corner and mid-screen<br />
5L > Z-Change is a Spark bait since 5L's long animation makes it an easy target for Guard Cancel/Sparking. And since grounded normals on block/hit can Z-Change while the tagged out character is still doing that normal, this is also a true blockstring.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground bounces airborne opponents<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground bounces<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_Vegito_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can reverse beat into 2L<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_5H.png |caption=Sadly not as spammable as Guile's f.MK<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A point-blank Ki explosion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_2L.png |caption= Look how cool my reverse beat is, guys!<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can gatling to and from 5M and 2M<br />
* Low invulnerable from frame 5<br />
* Scales like a Medium<br />
* Can cancel into SD in blockstring without being 2H'd, but can be reflected<br />
* Sort of looks like his 2M, so keep that in mind<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_2M.png |caption= DMs inbound<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can reverse beat into 2L<br />
* Easily Vegito's highest damage starter<br />
Long range slide. Easy to catch people off guard with in the corner as the hop at the beginning looks like a fuzzy guard setup.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_2H.png |caption= FLASH KICK!<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can hit opponents behind Vegito<br />
Vegito's 2H goes very high, making it one of the highest hitting 2H in the game. It's very risky to use because of this, as if it whiffs, it whiffs hard, however cancelling it on hit into 236S or 214L makes Vegito a little safer, so it's not a total loss if your opponent blocks it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_2S.png |caption= "''I can do this too you know!''"<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Switches sides on Smash hit, launches upward on non-Smash<br />
* Considered as projectile<br />
Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating Super Dash<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Great hit-box, high probability of kicking away super dashes<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|name=6S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|6S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits about 2 characters away<br />
* Deals more blockstun than 5S<br />
5S and 6S count as different normals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invulnerable waist down<br />
* Great for crossups<br />
* Great tool to jab super dashes<br />
* Vegito's button used for fuzzying<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good air-to-air<br />
* Combo filler<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Does not knock down<br />
* Great hitbox<br />
One of Vegito's best air-to-air buttons. Has a huge hitbox, and while it is a little slow, it still has a lot of use. It sends the opponent straight out similar to Piccolo's j.H, so the best way to convert off it mid-screen would be a vanish into 214M. In the corner, j.H connects into j.2H, which can be useful for combos as well as converting off it in the corner if you hit an airborne opponent with it.<br />
Can also be used to convert in the corner from jh to 5L<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Launches upwards<br />
* Considered as projectile<br />
The cornerstone of Vegito strings, j.S is a very good button for him. It has a lot of use in Vegito's strings, allowing him to set up 236x or 214x very easily, due to it flinging the opponent upwards. Its hitbox being wider than it seems allows him to snag opponents a little higher than him during air combos. In Sparking, it becomes jump-cancellable, which gives Vegito lots of unique and tricky pressure options. It's also good for snagging opponents below you, and for catching those too eager to get in on you with an airdash, though it may be a bit predictable.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Typical launcher/combo extender<br />
* Easily combos into j.214M for sliding knockdown.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Spiral Heel Shot</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_SpiralHeelShot.png |caption= ''"I only need to use my feet to beat you!"''<br />
|input=236L/M/H (Air OK)<br />
|name=Spiral Heel Shot<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The first hit will trigger a kicking sequence on hit and ''clash''<br />
* Smash triggers on the last hit of this sequence<br />
* Non-smash last hit send the opponent flying with decent hitstun<br />
* Air versions slightly track opponents above Vegito<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Whiff version can be used for advanced combos<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Carries momentum on hit<br />
* Smash hit corner bounces<br />
Staple of his corner BnBs.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit causes big wall bounce, able to followup from midscreen<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Atomic Buster</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_AtomicBuster.png |caption= THIS B**** EMPTY...<br />
|image2=DBFZ_Vegito_AtomicBuster2.png |caption2= YEET!<br />
|input=214L/M/H (Air OK)<br />
|name=Atomic Buster<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version has Anti-Air property<br />
* On whiff, Vegito can act as soon as he starts descending, can be used for mixups<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Travels almost vertically<br />
* Causes a soft knockdown<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Travels diagonally<br />
* Causes a sliding knockdown<br />
* Can act as soon as Vegito starts descending<br />
Probably Vegito's best air ender for standard BnBs, as it is very easy to combo into either after j.2H or a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this, whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent. Regardless, it's his best way to end air combos, so a good Vegito BnB will end in this move.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Travels diagonally<br />
* Causes a ground bounce sliding knockdown, can link into 5L in the corner<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Split Finger Shot</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption= ''"Here's a present for ya!"''<br />
|input=236S (Air OK)<br />
|name=Split Finger Shot<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be super-dashed through<br />
When performed after a 5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless.<br />
<br />
The air version of 236S carries all of his air momentum in the move, although he halts for a few seconds and then you move. This means Vegito can move quickly forward, back, or whatever he wants to do using 236S, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Barrier</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_Barrier.png |caption= "''SHIELDS UP!''"<br />
|image2=DBFZ_Vegito_Barrier2.png |caption2= "''HEADS DOWN!''"<br />
|input=214S<br />
|name=Barrier<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214S Attack}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can counter anything except grabs and supers<br />
* The counter attack is jump cancellable in Sparking<br />
* Can grab multiple times in a combo like 5LLL<br />
Vegito's barrier is an alright move. It's somewhat risky to pull off and can be vanished on their hit if your opponent reacts in time or reads your barrier, which hurts the move a little. However, it still has some use for it's unpredictability, and if your opponent can't react in time Vegito can get a decent conversion off of it with a vanish. The fact that it is invincible to everything except supers and grabs helps as well, as it can be used to predict a beam at close range and eat the entire thing, and your opponent most likely won't predict you barrier-ing their beam. Not a great move, but it's got some uses. There are also some edge cases where the counter attack will get stuffed, particularly if it counters a 5LL and the opponent's 5LLL is a grab (looking at you, Cell).<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption=THA FINGAH LAZERS<br />
|input=A1/A2<br />
|name=Split Finger Shot<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has low blockstun, can be super-dashed through and out of blockstun<br />
* Covers a great distance at an aggressive angle<br />
* Very useful in the corner, as it cover all the places the opponent can go<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Spirit Excalibur</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_SpiritExcalibur.png |caption= Check out how big mine can get<br />
|image2=DBFZ_Vegito_SpiritExcalibur2.png |caption2= CAPTAIN SWORD!<br />
|input=236L+M or 236H+S<br />
|name=Spirit Excalibur<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 1 Ki Gauge<br />
* Hits full screen, dragging the opponent down with the sword<br />
* Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300)<br />
* Minimum damage: 60*4, 598 (838)<br />
As Vegito's DHC super, it is a very good tool for him due to how big the move is. It can be confirmed into from almost anywhere on the screen for damage, and can be helpful for some characters when trying to get another super in. It's also good on it's own for Vegito's damage, as while you can't easily confirm into it on the ground, you can easily combo into it after a j.214M sliding knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Omega Finishing Blow</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_OmegaFinishingBlow.png |caption="''You can't keep up with me!''"<br />
|image2=DBFZ_Vegito_OmegaFinishingBlow2.png |caption2="''Just look at my speed!''"<br />
|input=j.236L+M or j.236H+S<br />
|name=Omega Finishing Blow<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 1 Ki Gauge<br />
* Minimum damage: 300, 440 (740)<br />
* Tracks the opponent<br />
* Can be easily anti-air'd on reaction<br />
Best used as a combo ender to finish a character off or as a setup into another character's super, as the window to Z-Change for this move is huge. It combos from many of Vegito's moves, such as 236X, 214X, j.S, etc.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Final Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_FinalKamehameha.png |caption=''"It's the '''biggie'''!!"''<br />
|image2=DBFZ_Vegito_FinalKamehameha2.png |caption2='''''"GO TO HELL!!"'''''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Final Kamehameha<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 3 Ki Gauges<br />
* Minimum damage: 1739<br />
* Causes a hard knockdown anywhere on screen<br />
Vegito's level 3. Fast, easy to punish with and combo into.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/SSB Vegito/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/SSB Vegito/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Vegito]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Vegito&diff=132456DBFZ/SSB Vegito2019-11-03T22:11:30Z<p>67.186.80.30: /* Strengths/Weaknesses */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Vegito (SSGSS)<br />
|-<br />
||<br />
[[File:DBFZ_Vegito_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/SSB Vegito/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown, Footsies<br />
;Team Role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
The Potara fusion of Goku and Vegeta, Vegito ("Vege" from Vegeta and "tto" from Kakarotto), was first created during the fight against Majin Buu, and quickly proved himself to be an excellent fighter. He appeared once again to fight against Zamasu's fusion, this time with the power of the "Super Saiyan God Super Saiyans".<br />
<br />
Vegito makes his ''Dragon Ball FighterZ'' debut as a DLC character, sporting his signature Spirit Sword, which provides him with immense range. With an unorthodox, yet effective mixup game, deceptive normals and extreme damage off the slightest confirm, Vegito quickly proves his claim as "the strongest fusion".<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 />
* Low barrier to entry, with simple BnBs and straight-forward gameplan.<br />
* Solid toolkit, allowing him to adapt to most situations.<br />
* Good stagger pressure capabilities, with 5L, 5LL, 5M, and 2L being safe on block.<br />
* Amazing buttons, with 5L being one of the best of its kind.<br />
* Has access to a meterless knockdown everywhere on screen.<br />
* Boasts among the highest solo combo damage in the game.<br />
* Versatile supers that deal good damage and are easy to combo into.<br />
| style="width: 50%;"|<br />
* High/low mix-up game is basic.<br />
* Big hurtbox makes him susceptible to fuzzy guard 50/50s.<br />
* Corner BnBs require the use of resources to score a knockdown.<br />
* Close range normals are on the slower side.<br />
* Mediocre assist: can be decent for neutral but has natural counterplay.<br />
<br />
|-<br />
|}<br />
{{#lst:DBFZ/SSB Vegito/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_5L.png |caption= I have a quick question...<br />
|image2=DBFZ_Vegito_5LL.png |caption2= What's that on your face?<br />
|image3=DBFZ_Vegito_5LLL.png |caption3= MAH FIST!<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits multiple times, but it's considered to be one hit for scaling purposes<br />
* Huge range but also huge recovery on whiff<br />
* High probability of winning in clash scenarios. Reflect or reversals are the only 2 options if a clash occurs, as it will wins against anything else.<br />
* Due to the multiple hits, the move is unquestionably the easiest normal to convert off of both in the corner and mid-screen<br />
5L > Z-Change is a Spark bait since 5L's long animation makes it an easy target for Guard Cancel/Sparking. And since grounded normals on block/hit can Z-Change while the tagged out character is still doing that normal, this is also a true blockstring.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground bounces airborne opponents<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground bounces<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_Vegito_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can reverse beat into 2L<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_5H.png |caption=Sadly not as spammable as Guile's f.MK<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A point-blank Ki explosion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_2L.png |caption= Look how cool my reverse beat is, guys!<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can gatling to and from 5M and 2M<br />
* Low invulnerable from frame 5<br />
* Scales like a Medium<br />
* Can cancel into SD in blockstring without being 2H'd, but can be reflected<br />
* Sort of looks like his 2M, so keep that in mind<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_2M.png |caption= DMs inbound<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can reverse beat into 2L<br />
* Easily Vegito's highest damage starter<br />
Long range slide. Easy to catch people off guard with in the corner as the hop at the beginning looks like a fuzzy guard setup.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_2H.png |caption= FLASH KICK!<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can hit opponents behind Vegito<br />
Vegito's 2H goes very high, making it one of the highest hitting 2H in the game. It's very risky to use because of this, as if it whiffs, it whiffs hard, however cancelling it on hit into 236S or 214L makes Vegito a little safer, so it's not a total loss if your opponent blocks it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_2S.png |caption= "''I can do this too you know!''"<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Switches sides on Smash hit, launches upward on non-Smash<br />
* Considered as projectile<br />
Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating Super Dash<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Great hit-box, high probability of kicking away super dashes<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|name=6S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|6S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits about 2 characters away<br />
* Deals more blockstun than 5S<br />
5S and 6S count as different normals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invulnerable waist down<br />
* Great for crossups<br />
* Great tool to jab super dashes<br />
* Vegito's button used for fuzzying<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good air-to-air<br />
* Combo filler<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Does not knock down<br />
* Great hitbox<br />
One of Vegito's best air-to-air buttons. Has a huge hitbox, and while it is a little slow, it still has a lot of use. It sends the opponent straight out similar to Piccolo's j.H, so the best way to convert off it mid-screen would be a vanish into 214M. In the corner, j.H connects into j.2H, which can be useful for combos as well as converting off it in the corner if you hit an airborne opponent with it.<br />
Can also be used to convert in the corner from jh to 5L<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Launches upwards<br />
* Considered as projectile<br />
The cornerstone of Vegito strings, j.S is a very good button for him. It has a lot of use in Vegito's strings, allowing him to set up 236x or 214x very easily, due to it flinging the opponent upwards. Its hitbox being wider than it seems allows him to snag opponents a little higher than him during air combos. In Sparking, it becomes jump-cancellable, which gives Vegito lots of unique and tricky pressure options. It's also good for snagging opponents below you, and for catching those too eager to get in on you with an airdash, though it may be a bit predictable.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Typical launcher/combo extender<br />
* Easily combos into j.214M for sliding knockdown.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Spiral Heel Shot</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_SpiralHeelShot.png |caption= ''"I only need to use my feet to beat you!"''<br />
|input=236L/M/H (Air OK)<br />
|name=Spiral Heel Shot<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The first hit will trigger a kicking sequence on hit and ''clash''<br />
* Smash triggers on the last hit of this sequence<br />
* Non-smash last hit send the opponent flying with decent hitstun<br />
* Air versions slightly track opponents above Vegito<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Whiff version can be used for advanced combos<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Carries momentum on hit<br />
* Smash hit corner bounces<br />
Staple of his corner BnBs.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit causes big wall bounce, able to followup from midscreen<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Atomic Buster</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_AtomicBuster.png |caption= THIS B**** EMPTY...<br />
|image2=DBFZ_Vegito_AtomicBuster2.png |caption2= YEET!<br />
|input=214L/M/H (Air OK)<br />
|name=Atomic Buster<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version has Anti-Air property<br />
* On whiff, Vegito can act as soon as he starts descending, can be used for mixups<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Travels almost vertically<br />
* Causes a soft knockdown<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Travels diagonally<br />
* Causes a sliding knockdown<br />
* Can act as soon as Vegito starts descending<br />
Probably Vegito's best air ender for standard BnBs, as it is very easy to combo into either after j.2H or a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this, whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent. Regardless, it's his best way to end air combos, so a good Vegito BnB will end in this move.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Travels diagonally<br />
* Causes a ground bounce sliding knockdown, can link into 5L in the corner<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Split Finger Shot</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption= ''"Here's a present for ya!"''<br />
|input=236S (Air OK)<br />
|name=Split Finger Shot<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be super-dashed through<br />
When performed after a 5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless.<br />
<br />
The air version of 236S carries all of his air momentum in the move, although he halts for a few seconds and then you move. This means Vegito can move quickly forward, back, or whatever he wants to do using 236S, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Barrier</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_Barrier.png |caption= "''SHIELDS UP!''"<br />
|image2=DBFZ_Vegito_Barrier2.png |caption2= "''HEADS DOWN!''"<br />
|input=214S<br />
|name=Barrier<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214S Attack}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can counter anything except grabs and supers<br />
* The counter attack is jump cancellable in Sparking<br />
* Can grab multiple times in a combo like 5LLL<br />
Vegito's barrier is an alright move. It's somewhat risky to pull off and can be vanished on their hit if your opponent reacts in time or reads your barrier, which hurts the move a little. However, it still has some use for it's unpredictability, and if your opponent can't react in time Vegito can get a decent conversion off of it with a vanish. The fact that it is invincible to everything except supers and grabs helps as well, as it can be used to predict a beam at close range and eat the entire thing, and your opponent most likely won't predict you barrier-ing their beam. Not a great move, but it's got some uses. There are also some edge cases where the counter attack will get stuffed, particularly if it counters a 5LL and the opponent's 5LLL is a grab (looking at you, Cell).<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption=THA FINGAH LAZERS<br />
|input=A1/A2<br />
|name=Split Finger Shot<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has low blockstun, can be super-dashed through and out of blockstun<br />
* Covers a great distance at an aggressive angle<br />
* Very useful in the corner, as it cover all the places the opponent can go<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Spirit Excalibur</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_SpiritExcalibur.png |caption= Check out how big mine can get<br />
|image2=DBFZ_Vegito_SpiritExcalibur2.png |caption2= CAPTAIN SWORD!<br />
|input=236L+M or 236H+S<br />
|name=Spirit Excalibur<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 1 Ki Gauge<br />
* Hits full screen, dragging the opponent down with the sword<br />
* Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300)<br />
* Minimum damage: 60*4, 598 (838)<br />
As Vegito's DHC super, it is a very good tool for him due to how big the move is. It can be confirmed into from almost anywhere on the screen for damage, and can be helpful for some characters when trying to get another super in. It's also good on it's own for Vegito's damage, as while you can't easily confirm into it on the ground, you can easily combo into it after a j.214M sliding knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Omega Finishing Blow</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_OmegaFinishingBlow.png |caption="''You can't keep up with me!''"<br />
|image2=DBFZ_Vegito_OmegaFinishingBlow2.png |caption2="''Just look at my speed!''"<br />
|input=j.236L+M or j.236H+S<br />
|name=Omega Finishing Blow<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 1 Ki Gauge<br />
* Minimum damage: 300, 440 (740)<br />
* Tracks the opponent<br />
* Can be easily anti-air'd on reaction<br />
Best used as a combo ender to finish a character off or as a setup into another character's super, as the window to Z-Change for this move is huge. It combos from many of Vegito's moves, such as 236X, 214X, j.S, etc.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Final Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_FinalKamehameha.png |caption=''"It's the '''biggie'''!!"''<br />
|image2=DBFZ_Vegito_FinalKamehameha2.png |caption2='''''"GO TO HELL!!"'''''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Final Kamehameha<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 3 Ki Gauges<br />
* Minimum damage: 1739<br />
* Causes a hard knockdown anywhere on screen<br />
Vegito's level 3. Fast, easy to punish with and combo into.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/SSB Vegito/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/SSB Vegito/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Vegito]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Vegito&diff=132455DBFZ/SSB Vegito2019-11-03T22:08:09Z<p>67.186.80.30: /* Strengths/Weaknesses */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Vegito (SSGSS)<br />
|-<br />
||<br />
[[File:DBFZ_Vegito_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/SSB Vegito/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown, Footsies<br />
;Team Role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
The Potara fusion of Goku and Vegeta, Vegito ("Vege" from Vegeta and "tto" from Kakarotto), was first created during the fight against Majin Buu, and quickly proved himself to be an excellent fighter. He appeared once again to fight against Zamasu's fusion, this time with the power of the "Super Saiyan God Super Saiyans".<br />
<br />
Vegito makes his ''Dragon Ball FighterZ'' debut as a DLC character, sporting his signature Spirit Sword, which provides him with immense range. With an unorthodox, yet effective mixup game, deceptive normals and extreme damage off the slightest confirm, Vegito quickly proves his claim as "the strongest fusion".<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 />
* Low barrier to entry, with simple BnBs and straight-forward gameplan.<br />
* Solid toolkit, allowing him to adapt to most situations.<br />
* Good stagger pressure capabilities, with 5L, 5LL, 5M, and 2L being safe on block.<br />
* Amazing buttons, with 5L being one of the best of its kind.<br />
* Has access to a meterless knockdown everywhere on screen.<br />
* Boasts among the highest solo combo damage in the game.<br />
* Versatile supers that deal good damage and are easy to combo into.<br />
| style="width: 50%;"|<br />
* High/low mix-up game is basic.<br />
* Big hurtbox makes him susceptible to fuzzy guard 50/50s.<br />
* Close range normals are on the slower side.<br />
* Mediocre assist: can be decent for neutral but has natural counterplay.<br />
<br />
|-<br />
|}<br />
{{#lst:DBFZ/SSB Vegito/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_5L.png |caption= I have a quick question...<br />
|image2=DBFZ_Vegito_5LL.png |caption2= What's that on your face?<br />
|image3=DBFZ_Vegito_5LLL.png |caption3= MAH FIST!<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits multiple times, but it's considered to be one hit for scaling purposes<br />
* Huge range but also huge recovery on whiff<br />
* High probability of winning in clash scenarios. Reflect or reversals are the only 2 options if a clash occurs, as it will wins against anything else.<br />
* Due to the multiple hits, the move is unquestionably the easiest normal to convert off of both in the corner and mid-screen<br />
5L > Z-Change is a Spark bait since 5L's long animation makes it an easy target for Guard Cancel/Sparking. And since grounded normals on block/hit can Z-Change while the tagged out character is still doing that normal, this is also a true blockstring.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground bounces airborne opponents<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground bounces<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_Vegito_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can reverse beat into 2L<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_5H.png |caption=Sadly not as spammable as Guile's f.MK<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A point-blank Ki explosion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_2L.png |caption= Look how cool my reverse beat is, guys!<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can gatling to and from 5M and 2M<br />
* Low invulnerable from frame 5<br />
* Scales like a Medium<br />
* Can cancel into SD in blockstring without being 2H'd, but can be reflected<br />
* Sort of looks like his 2M, so keep that in mind<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_2M.png |caption= DMs inbound<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can reverse beat into 2L<br />
* Easily Vegito's highest damage starter<br />
Long range slide. Easy to catch people off guard with in the corner as the hop at the beginning looks like a fuzzy guard setup.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_2H.png |caption= FLASH KICK!<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can hit opponents behind Vegito<br />
Vegito's 2H goes very high, making it one of the highest hitting 2H in the game. It's very risky to use because of this, as if it whiffs, it whiffs hard, however cancelling it on hit into 236S or 214L makes Vegito a little safer, so it's not a total loss if your opponent blocks it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_2S.png |caption= "''I can do this too you know!''"<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Switches sides on Smash hit, launches upward on non-Smash<br />
* Considered as projectile<br />
Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating Super Dash<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Great hit-box, high probability of kicking away super dashes<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|name=6S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|6S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits about 2 characters away<br />
* Deals more blockstun than 5S<br />
5S and 6S count as different normals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invulnerable waist down<br />
* Great for crossups<br />
* Great tool to jab super dashes<br />
* Vegito's button used for fuzzying<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good air-to-air<br />
* Combo filler<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Does not knock down<br />
* Great hitbox<br />
One of Vegito's best air-to-air buttons. Has a huge hitbox, and while it is a little slow, it still has a lot of use. It sends the opponent straight out similar to Piccolo's j.H, so the best way to convert off it mid-screen would be a vanish into 214M. In the corner, j.H connects into j.2H, which can be useful for combos as well as converting off it in the corner if you hit an airborne opponent with it.<br />
Can also be used to convert in the corner from jh to 5L<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Launches upwards<br />
* Considered as projectile<br />
The cornerstone of Vegito strings, j.S is a very good button for him. It has a lot of use in Vegito's strings, allowing him to set up 236x or 214x very easily, due to it flinging the opponent upwards. Its hitbox being wider than it seems allows him to snag opponents a little higher than him during air combos. In Sparking, it becomes jump-cancellable, which gives Vegito lots of unique and tricky pressure options. It's also good for snagging opponents below you, and for catching those too eager to get in on you with an airdash, though it may be a bit predictable.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Typical launcher/combo extender<br />
* Easily combos into j.214M for sliding knockdown.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Spiral Heel Shot</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_SpiralHeelShot.png |caption= ''"I only need to use my feet to beat you!"''<br />
|input=236L/M/H (Air OK)<br />
|name=Spiral Heel Shot<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The first hit will trigger a kicking sequence on hit and ''clash''<br />
* Smash triggers on the last hit of this sequence<br />
* Non-smash last hit send the opponent flying with decent hitstun<br />
* Air versions slightly track opponents above Vegito<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Whiff version can be used for advanced combos<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Carries momentum on hit<br />
* Smash hit corner bounces<br />
Staple of his corner BnBs.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit causes big wall bounce, able to followup from midscreen<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Atomic Buster</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_AtomicBuster.png |caption= THIS B**** EMPTY...<br />
|image2=DBFZ_Vegito_AtomicBuster2.png |caption2= YEET!<br />
|input=214L/M/H (Air OK)<br />
|name=Atomic Buster<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version has Anti-Air property<br />
* On whiff, Vegito can act as soon as he starts descending, can be used for mixups<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Travels almost vertically<br />
* Causes a soft knockdown<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Travels diagonally<br />
* Causes a sliding knockdown<br />
* Can act as soon as Vegito starts descending<br />
Probably Vegito's best air ender for standard BnBs, as it is very easy to combo into either after j.2H or a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this, whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent. Regardless, it's his best way to end air combos, so a good Vegito BnB will end in this move.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Travels diagonally<br />
* Causes a ground bounce sliding knockdown, can link into 5L in the corner<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Split Finger Shot</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption= ''"Here's a present for ya!"''<br />
|input=236S (Air OK)<br />
|name=Split Finger Shot<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be super-dashed through<br />
When performed after a 5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless.<br />
<br />
The air version of 236S carries all of his air momentum in the move, although he halts for a few seconds and then you move. This means Vegito can move quickly forward, back, or whatever he wants to do using 236S, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Barrier</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_Barrier.png |caption= "''SHIELDS UP!''"<br />
|image2=DBFZ_Vegito_Barrier2.png |caption2= "''HEADS DOWN!''"<br />
|input=214S<br />
|name=Barrier<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214S Attack}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can counter anything except grabs and supers<br />
* The counter attack is jump cancellable in Sparking<br />
* Can grab multiple times in a combo like 5LLL<br />
Vegito's barrier is an alright move. It's somewhat risky to pull off and can be vanished on their hit if your opponent reacts in time or reads your barrier, which hurts the move a little. However, it still has some use for it's unpredictability, and if your opponent can't react in time Vegito can get a decent conversion off of it with a vanish. The fact that it is invincible to everything except supers and grabs helps as well, as it can be used to predict a beam at close range and eat the entire thing, and your opponent most likely won't predict you barrier-ing their beam. Not a great move, but it's got some uses. There are also some edge cases where the counter attack will get stuffed, particularly if it counters a 5LL and the opponent's 5LLL is a grab (looking at you, Cell).<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption=THA FINGAH LAZERS<br />
|input=A1/A2<br />
|name=Split Finger Shot<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has low blockstun, can be super-dashed through and out of blockstun<br />
* Covers a great distance at an aggressive angle<br />
* Very useful in the corner, as it cover all the places the opponent can go<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Spirit Excalibur</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_SpiritExcalibur.png |caption= Check out how big mine can get<br />
|image2=DBFZ_Vegito_SpiritExcalibur2.png |caption2= CAPTAIN SWORD!<br />
|input=236L+M or 236H+S<br />
|name=Spirit Excalibur<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 1 Ki Gauge<br />
* Hits full screen, dragging the opponent down with the sword<br />
* Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300)<br />
* Minimum damage: 60*4, 598 (838)<br />
As Vegito's DHC super, it is a very good tool for him due to how big the move is. It can be confirmed into from almost anywhere on the screen for damage, and can be helpful for some characters when trying to get another super in. It's also good on it's own for Vegito's damage, as while you can't easily confirm into it on the ground, you can easily combo into it after a j.214M sliding knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Omega Finishing Blow</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_OmegaFinishingBlow.png |caption="''You can't keep up with me!''"<br />
|image2=DBFZ_Vegito_OmegaFinishingBlow2.png |caption2="''Just look at my speed!''"<br />
|input=j.236L+M or j.236H+S<br />
|name=Omega Finishing Blow<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 1 Ki Gauge<br />
* Minimum damage: 300, 440 (740)<br />
* Tracks the opponent<br />
* Can be easily anti-air'd on reaction<br />
Best used as a combo ender to finish a character off or as a setup into another character's super, as the window to Z-Change for this move is huge. It combos from many of Vegito's moves, such as 236X, 214X, j.S, etc.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Final Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Vegito_FinalKamehameha.png |caption=''"It's the '''biggie'''!!"''<br />
|image2=DBFZ_Vegito_FinalKamehameha2.png |caption2='''''"GO TO HELL!!"'''''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Final Kamehameha<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SSB Vegito/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 3 Ki Gauges<br />
* Minimum damage: 1739<br />
* Causes a hard knockdown anywhere on screen<br />
Vegito's level 3. Fast, easy to punish with and combo into.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/SSB Vegito/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/SSB Vegito/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Vegito]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Adult_Gohan&diff=132198DBFZ/Adult Gohan2019-11-01T03:12:06Z<p>67.186.80.30: /* Strengths/Weaknesses */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Son Gohan (Adult)<br />
|-<br />
||<br />
[[File:DBFZ_Adult_Gohan_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Adult Gohan/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Pressure, Power Up<br />
;Team Role<br />
:Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
After the battle with Cell, Son Gohan (AKA Sun Wufan) grew into a kind young man and a brilliant scholar, happily married to his high school sweetheart Videl Satan (the daughter of Mr. Satan), with a young daughter named Pan. Even though he does not train with the same fervor and passion as Goku and Vegeta, his hidden potential (after being released by the Elder Supreme Kai) still remains; when it comes to blows, Gohan can still fight with the best of them.<br />
<br />
In ''Dragon Ball FighterZ'', the adult version of Gohan plays similarly to his younger counterpart, but with one unique distinction: Gohan's Potential Unleashed increases his power up to seven levels. With each level of his potential unlocked, Gohan's hitstrings and special moves become more powerful, allowing him to execute even more damaging combos.<br />
<br />
===Potential Unleashed===<br />
Every time Potential Unleashed is used, Gohan levels up, giving him improved abilities and damage. Gohan always begins every match at Level 0, and can gain up to 7 levels. Potential Unleashed bonuses will remain for the rest of the match.<br />
<br />
'''Level 1 Moveset Changes'''<br />
* Ground L autocombo is modified.<br />
* New move: Machine Gun Punch (3L).<br />
* Jet Uppercut: M and H versions travel further horizontally for the first hit.<br />
* Machine Gun Kick:<br />
** Attacks more rapidly.<br />
** M and H versions travel further when forward input is held.<br />
** H version is active for twice as long and deals twice as many hits after locking to the opponent.<br />
* Ultimate Back Attack: Teleports on startup, tracks opponent everywhere on screen.<br />
* Masenko: Gains 2 additional hits.<br />
<br />
'''Additional Changes'''<br />
* M Jet Uppercut gains 1 additional hit per level from Level 1 to 3.<br />
* H Jet Uppercut gains 1 additional hit per level from Level 1 to 7.<br />
* All attack's damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at level 6.<br />
* At Level 7, Gohan can chain any normals into any other normals ("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 />
* Great ranged normals giving him solid neutral.<br />
* While leveling up isn't "optional" by any means, Level 0 Adult Gohan is also surprisingly competent.<br />
* Extremely solid blockstrings and mixups.<br />
* Not only is he one of the few characters to have meterless reversal, his 236M is also one of the best DP.<br />
* Assist while being only Head invul, it is ''the'' fastest hitting assist in the game.<br />
| style="width: 50%;"|<br />
* Requires extensive knowledge of the character, as well as good execution in order to maximize his strengths.<br />
* Despite having a plethora of neutral options, most of them are highly committal.<br />
* Since there are next to no Level indicators, forgetting if Gohan has leveled up means doing weaker combos, wasting bars on another Potential Unleashed, or risk doing the higher damaging Level 1+ combos that might not work.<br />
* Leaving Level 0 does have its downsides, and there are no real incentives to go beyond Level 1.<br />
* While Reverse Beat is undoubtedly strong, Level 7 is too unrealistic to achieve in a real match.<br />
|-<br />
|}<br />
{{#lst:DBFZ/Adult Gohan/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L (Level 0)</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_5L.png |caption=Mix-up City<br />
|image2=DBFZ_AdultGohan_5LL.png |caption2=<br />
|image3=DBFZ_AdultGohan_5LLL.png |caption3=<br />
|name=5L<br />
|input=Level 0<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|5L Level 0}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Really short range.<br />
* First hit has small hitbox.<br />
Both a blessing and a curse. While it is one of the few 6f low, the small hitbox and a 8f 2L means Gohan has a hard time challenging out of pressure, or even in neutral advantage situations like after 6M.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|5LL Level 0}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Mostly combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|5LLL Level 0}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Counts as grounded.<br />
* Smash hit can link to j.L.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5L (Level 1+)</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_Potential5L.png |caption=<br />
|image2=DBFZ_AdultGohan_Potential5LL.png |caption2=<br />
|image3=DBFZ_AdultGohan_Potential5LLL.png |caption3=<br />
|image4=DBFZ_AdultGohan_Potential5LLLL.png |caption4=<br />
|image5=DBFZ_AdultGohan_Potential5LLLLL.png |caption5=Your entire blockstring<br />
|name=5L<br />
|input=Level 1+<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|5L Level 1}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|5LL Level 1}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Equivalent to 5M.<br />
* Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version.<br />
Does less damage and has worse scaling than the move it copies.<br />
<br />
Unlike the rest of Gohan's auto combo variants, this version of 5M doesn't do anything that the original version couldn't do, so this move should only be used as a stepping stone for 5LLL and 5LLLL.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|5LLL Level 1}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Equivalent to 3H, though doesn't have Head invul.<br />
* Lauches on hit.<br />
* Level 7: If 3H has already been used in a string, this attack will not come out and the autocombo ends at 5LL. If 5LLL has been used, 3H cannot be used in the same string.<br />
}}<br />
{{AttackVersion|name=5LLLL}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|5LLLL Level 1}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be used to reset pressure due to it having the same frame advantage as 2L.<br />
Unlike Gohan's other autocombo normals, 5LLLL and 2L can be used in the same string, giving him fantastic pressure capabilities.<br />
}}<br />
{{AttackVersion|name=5LLLLL}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|5LLLLL Level 1}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches higher than Level 0 5LLL.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Adult Gohan/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good range.<br />
Large normal that covers an extraordinary amount of space relative to how fast the startup is.<br />
<br />
Unlike most of the cast who preserve their 5M to allow jump cancels from 2M, Gohan can use this move much more liberally as 3H is also jump cancelable.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Adult Gohan/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall bounces on Smash hit.<br />
Not even good as a blockstring filler since 5H > 2H doesn't connect. The only use it has is for Level 1 corner leg loops.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_5S.png |caption=Talk to the hand<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Adult Gohan/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Covers about 90% of the screen.<br />
* Whiffs against crouching opponents.<br />
* Doesn't have Ki blast property.<br />
Hits a lot higher than you'd expect.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_2L.png |caption=#saiyanprivilege<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Adult Gohan/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Disjointed hitbox.<br />
Far reaching and good frame advantage encourages strong stagger pressure with 5L.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Adult Gohan/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Slides halfscreen.<br />
* Launches on hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Adult Gohan/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Head invul from frame 4.<br />
* Smash hit launches higher with more hitstun.<br />
* Puts Gohan in the air, true blockstring into j.236X.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_2S.png |caption=Jump back air fireball, Akuma style.<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Adult Gohan/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Pulls back and fires a Ki blast.<br />
Useful to disengage and return to neutral. Has very little recovery which allows Gohan to 2H or 236L through the opponent's chase down attempt with Super Dash. Though the angle of the projectile makes it easy to whiff, so use it carefully.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Adult Gohan/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead.<br />
* Uses the same animation and hitbox/hurtbox as j.H.<br />
Can be made plus by delaying Level 1 autocombo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3L</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_3L.png |caption=<br />
|name=3L<br />
|input=Machine Gun Punch<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=3L}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|3L}}<br />
{{!}}-<br />
{{AttackVersion|name=3[L]}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|3[L]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Available at Level 1 Potential Unleashed.<br />
* Holding L adds extra hits.<br />
Good blockstring filler, average combo filler.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3H</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_3H.png |caption=<br />
|name=3H<br />
|input=Ultimate High Kick<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Adult Gohan/Data|3H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Head attribute invul from frame 6.<br />
* Launches on hit.<br />
* Jump cancellable on hit.<br />
You won't be using it for anti-air, but it's an extremely versitile combo filler. Hits very high, good hitstun, and jump cancellable means his is basically a second, better 5M for combo purposes.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Bad horizontal range but great vertical range.<br />
Go-to fuzzy normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good air-to-air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a wall bounce on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a sliding knockdown on Smash hit.<br />
* Can be cancelled into j.2S fastfall on hit, giving Gohan extra time to set-up.<br />
While sending the enemy down, it can combo into j.236L with the right positioning. This is the core idea of his leg loops.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Air 2S.<br />
Has enough hitstun to combo into SD in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Smash hit launches higher with more hitstun.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_j2S.png |caption=<br />
|name=j.2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Fall straight to the ground.<br />
* Cancellable to 2S.<br />
Can be used after j.H in the corner for a tiny bit more oki time. Has some situational uses in neutral and combos. Not too strong as a standalone mixup tool since it's reactable, but it gives an extra layer to Gohan's already strong pressure.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Jet Uppercut</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_JetUppercut.png |caption=Half screen DP<br />
|input=236L/M/H<br />
|name=Jet Uppercut<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Head attribute invul from frame 1.<br />
Unscaled starter.<br />
}}<br />
{{AttackVersion|name=M (Level 0)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|236M Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=M (Level 1+)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|236M Level 1}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash on first hit. Potential Unleashed extra hits only apply on Smash hit.<br />
* Fully invulnerable until the end of the first hit.<br />
* Level 0 takes a tiny step forward.<br />
* Level 1+ slides half screen forward.<br />
On block, the safest options are cancelling into Lv1 > DHC, or Spark. Panic Vanishing can be 2H'd easily.<br />
}}<br />
{{AttackVersion|name=H (Level 0)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|236H Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=H (Level 1+)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|236H Level 1}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Almost identical to M version with slightly faster startup and further range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Machine Gun Kick</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_MachinegunKick.png |caption=lööp<br />
|input=j.236L/M/H<br />
|name=Machine Gun Kick<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L (Level 0)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.236L Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=L (Level 1+)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.236L Level 1}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Upon using, Gohan immediately starts falling down.<br />
* Hold L/M/H to kick indefinitely until landing. Minimum 3 kicks.<br />
* Carries all and any momentum.<br />
* Keeps grounded opponent standing.<br />
Depending on the height, Gohan will do an extra kick before landing even if no buttons are held to make it easier to combo afterward.<br />
}}<br />
{{AttackVersion|name=M (Level 0)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.236M Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=M (Level 1+)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.236M Level 1}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Upon using, Gohan stalls a bit before falling down.<br />
* Hold L/M/H to kick indefinitely until landing. Minimum 3 kicks.<br />
* Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.<br />
* Launches on hit.<br />
Depending on the height, Gohan will do an extra kick before landing even if no buttons are held to make it easier to combo afterward.<br />
}}<br />
{{AttackVersion|name=H (Level 0)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.236H Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=H (Level 1+)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.236H Level 1}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Upon using, Gohan jumps up a bit before falling down.<br />
* Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.<br />
* Performs 10 [19] kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.<br />
* Smash on the last hit. Smash hit causes a wall bounce. Can link into SD or even Level 0 j.214M from midscreen.<br />
* On block, Gohan won't fall to the ground. Afterward he has enough time to sneak in a j.L.<br />
Unscaled starter. Eating a raw j.236H equals to losing half your HP bar at minimum.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Ultimate Back Attack</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_UltimateBackAttack.png |caption=Back to the ground son!<br />
|input=214L/M/H (Air OK)<br />
|name=Ultimate Back Attack<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L (Level 0)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|214L Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L (Level 1+)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|214L Level 1}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L (Level 0)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.214L Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L (Level 1+)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.214L Level 1}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit causes a sliding knockdown.<br />
* Level 0: Hops almost half screen. Ground version never crosses-up, air version cross up if Gohan leaps over the opponent.<br />
* Level 1: Teleports to opponent and always hits in front of them.<br />
Gohan's main knockdown tool since it sends the opponent straight down. Though, it's not as useful at Level 0.<br />
}}<br />
{{AttackVersion|name=Ground M (Level 0)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|214M Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground M (Level 1+)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|214M Level 1}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M (Level 0)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.214M Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M (Level 1+)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.214M Level 1}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit causes a sliding knockdown.<br />
* Level 0: Hops over half screen. Can cross up if Gohan leaps over the opponent.<br />
* Level 1: Teleports to opponent and always hits behind them.<br />
* Can't steal the corner.<br />
Mostly used after leg loops.<br />
}}<br />
{{AttackVersion|name=Ground H (Level 0)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|214H Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H (Level 1+)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|214H Level 1}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H (Level 0)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.214H Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H (Level 1+)}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|j.214H Level 1}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit causes a ground bounce sliding knockdown.<br />
* Level 0: Hops almost full screen. Can cross up if Gohan leaps over the opponent.<br />
* Level 1: Teleports to opponent and always hits behind them.<br />
* Can't steal the corner.<br />
The ground bounce can be extended with the right combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Masenko</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_Masenko.png |caption=Why doesn't Piccolo have this beam again?<br />
|input=236S<br />
|name=Masenko<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 0}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|236S Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 1+}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|236S Level 1}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Even at Level 1+, it will still cancel out with typical 5-hit beams.<br />
Used for corner combo with Assists.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_AssistJetUpper.png |caption=So good that it got nerfed<br />
|input=A1/A2<br />
|name=Jet Uppercut<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Adult Gohan/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Receives the damage buff from Potential Unleashed.<br />
* Head invul.<br />
It's the fastest assist in the game.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Potential Unleashed</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_PotentialUnleashed.png |caption=<br />
|input=236L+M or 236H+S<br />
|name=Potential Unleashed<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|236HS Level 2}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|236HS Level 3}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 4}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|236HS Level 4}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 5}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|236HS Level 5}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 6}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|236HS Level 6}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 7}}<br />
{{#lsth:DBFZ/Adult Gohan/Data|236HS Level 7}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* H+S version can be held to stack up to 7 Ki Gauges, but L+M version only ever consumes 1 Ki Gauge. Meaning you can't DHC into Gohan and dump bars.<br />
* Damage bonus from Potential Unleashed is applied to this super during the freeze as Gohan reaches the next level(s).<br />
* Each bar adds 250 more to the base damage.<br />
* Minimum damage: 20%. Is not affected by the damage buff per level.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bros. Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_AdultGohan_UltimateKamehameha.png |caption=<br />
|image2=DBFZ_AdultGohan_UltimateKamehameha-2.png |caption2=<br />
|input=214L+M or 214H+S<br />
|name=Bros. Kamehameha<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Adult Gohan/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Causes a hard knockdown on hit.<br />
* Minimum damage: 70*24 (1680).<br />
* Hitbox can increase/decrease depending on who is on the team, but damage stays the same.<br />
If Gotenks is on his team, Gohan will perform it solo. If Gotenks is not on his team, Goten will come out to help. If Gotenks is not on his team, and SS Goku is on his team and is not on screen from an assist or Ultimate Z Change, Goku will come out to help. If Gohan swaps bodies with Ginyu, he will only ever do the solo version.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Adult Gohan/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Adult Gohan/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Gohan]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/SS_Goku&diff=131681DBFZ/SS Goku2019-10-26T05:18:42Z<p>67.186.80.30: /* Strengths/Weaknesses */</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 />
{{#lsth:DBFZ/SS Goku/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced<br />
;Team Role<br />
:Anchor<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 friends, his planet, and even his universe, but through these hardships he has pushed himself further and further beyond, unlocking the legendary power of Super Saiyan after his friend, Krillin, was killed by Frieza. Even under constant threats, Goku has stepped up, pushing himself in order 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 />
* Amazing stagger pressure with 4LL, and most of his normals being safe on block.<br />
* 2M is one of the best of its kind.<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 />
* Mix-up game is very basic. Requires strong reads and heavy conditioning in order to open up opponents.<br />
* While he has options for every situation, he is generally outclassed by specialist characters.<br />
|-<br />
|}<br />
{{#lst:DBFZ/SS Goku/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/SS Goku/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/SS Goku/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be canceled into from 5L, even on whiff.<br />
* Jump cancelable on hit.<br />
* Auto-corrects on side switch.<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 and his best combo starter. It has less range than his other mediums though so make sure not to whiff with this move.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/SS Goku/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be canceled into from 5LL, even on whiff.<br />
* Auto-corrects on side switch.<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 his other bread-and-butters while also using up his Smash very early into a combo. To make matters worse, the hitbox of this move is firmly horizontal which prevents it from connecting after his 5LL hits an airborne opponent. This makes it near difficult to combo into without using the initial activation of Sparking Blast or certain assists while also preventing this move's auto-correct from threatening airborne approaches. 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall bounces on Smash hit.<br />
Goku does a sidekick, which counts as a Smash and sends them flying sideways. 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can chain into itself up to 6 times.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Counts as airborne.<br />
* Launches higher with more hitstun on Smash hit.<br />
Goku does a leaping uppercut. Go to anti-air, though since it has a firmly vertical hitbox and a large amount of endlag it should be used carefully. Cancels into airborne specials meaning that if they are done immediately after this move, Kamehameha and Super Kamehameha can be aimed forward or downward, all versions of Dragon Flash Fist are vulnerable to anti-airs, and Meteor Smash cannot be used. The Smash version 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<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. It can combo into itself by hitting opponents with the first ki blast while they are close to the ground, though this is difficult to do outside of the corner. 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<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 that normally requires an assist or Sparking Blast to confirm into a combo. However, hitting with it as a meaty or with the very edge of the attack, it's possible to link 6M into 5L for resource-less combos. 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Double jump cancelable.<br />
* Can Reverse Beat back to j.L.<br />
Goku does a jumping sidekick. This is his best cross-up jump-in after an IAD, though j.H is better for most other situations. Inputting j.M as j.LL will prevent Goku from doing a second j.L but in exchange will grant him additional height, useful for confirming into j.S. Delaying the autocombo version of this move after a j.L with backwards momentum will result in an extreme altitude boost that allows a follow-up j.S to combo into an additional j.LL for optimal damage. Use j.M instead of j.LL to prevent an attack following a double jump from whiffing due to over-shooting.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Knock-down state changes depending on Goku's usage of his Smash.<br />
* Dynamic hit wall-bounces in the corner and provides one random Dragon Ball.<br />
Goku does a two-handed overhead slam. 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 only used to end highly scaled combos, usually into Warp Kamehameha. 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Double jump cancelable.<br />
* Launches higher with more hitstun on Smash hit.<br />
Goku does an upward kick that, unlike his other air normals, is not an overhead. Used to launch opponents during air combos and to extend them if Goku's Smash has been used and his double jump hasn't. If Goku uses the Smash version after already expending his Super Dash he can still use the heavy version of Dragon Flash Fist to convert the hit into a sliding knockdown.<br />
}}<br />
}}<br />
<br />
==Specials==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/SS Goku/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=j.L}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Results in a sliding knockdown on Smash hit.<br />
* Ground version isn't vulnerable to anti-airs.<br />
Goku charges a short distance and throws out a haymaker. Fastest version that can lead into supers on grounded hit, making it a good mix-up tool for finishing off opponents when meter is available. Incredibly useful combo ender that allows Goku to turn essentially any hit into a sliding knockdown without spending meter.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/SS Goku/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=j.M}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground bounce and sliding knockdown on Smash hit.<br />
* Ground version isn't vulnerable to anti-airs.<br />
Goku charges a moderate distance and throws out a haymaker. Slowest version which can combo into vanishes for metered solo combos or into assists for meterless combo extensions, though proper conditioning is needed to land this move against competent opponents.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/SS Goku/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports on start-up.<br />
* Ground bounce and sliding knockdown on Smash hit.<br />
* Ground version isn't vulnerable to anti-airs.<br />
Goku teleports in front of the opponent and throws out a haymaker. Allows Goku to get relaunches from air combos by himself in the corner and with assists anywhere on the screen. 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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/SS Goku/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=j.L}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version doesn't have Head attribute.<br />
* Ground version keeps opponent grounded.<br />
Goku does 2 hits of a flying kick. The mid-air version is used for conversions into downwards Super Kamehameha mid-screen. Safe on block.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/SS Goku/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=j.M}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version doesn't have Head attribute.<br />
* Smash version results in a wallbounce in the corner.<br />
* Smash 5MMM results in wallbounce that takes opponents out of the corner.<br />
Goku does 4 hits of a flying kick. The Smash version is used for Goku's optimal corner combos and the non-Smash version is used for conversions into downwards Super Kamehameha in the corner.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/SS Goku/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version doesn't have Head attribute.<br />
* Smash version results in a wallbounce. Massive corner carry mid-screen that combos directly into super dash. <br />
Goku does 6 hits of a flying kick. It can also be used in corner combos in the same fashion as the medium version though it isn't as 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={{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SS Goku/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<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. Using Kamehameha after 5H on block creates a frame trap that catches any non-invincible or non-projectile invincible moves, including raw tags and assist calls. Goku can also perform left-right mix-ups by jumping over the opponent and firing the downward Kamehameha either early to hit from the front or late to hit from behind. On hit, it can lead into a combo by using a vanish and linking into 2M. In the corner, the downward version can be used near the ground to extend combos. The upward version can also extend corner combos but it needs to only hit with the edge of the beam so that opponents stay in a spiraling state as long as possible.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_SSGoku_Kamehameha.png |caption= Skidaddle skadoodle, now I control the neutral!<br />
|input=A1/A2<br />
|name=Kamehameha<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Beats ki blasts and clashes with other beams.<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. It can also be pretty useful in combos as well as a means to extend them, or set up into snap loops with characters like Bardock or Piccolo, though some characters may have a hard time doing so from mid-screen.<br />
}}<br />
}}<br />
<br />
==Supers==<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={{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SS Goku/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version can be angled upward by holding up or down after the input. Value in [] are for up version.<br />
* Air version can be angled downward by holding up or down after the input, which can cause a sliding knockdown.<br />
* Minimum damage: Straight: 77*10 (770), Ground aimed up 81*10 (810), Air aimed down: 75*10 (750).<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. Goku can combo into Warp Kamehameha using the air angled downward version of Super Kamehameha if he and his target are high enough in the air. The grounded upward angled version does more damage than any other version.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|236HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Minimum damage: 81*10 (810).<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. Very similar to his non-warp upward Super Kamehameha but it has more start-up.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<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 1759.<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. This is his best super for damage and oki though the hard knockdown can be difficult to use if the opponent wasn't sent to the corner. If the opponent was under the effects of Sparking Blast when they got hit, they will continue to regenerate health during the animation though the opponent will also use up their Sparking Blast's timer.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/SS Goku/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/SS Goku/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/SS_Goku&diff=131492DBFZ/SS Goku2019-10-24T19:58:26Z<p>67.186.80.30: /* Strengths/Weaknesses */</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 />
{{#lsth:DBFZ/SS Goku/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced<br />
;Team Role<br />
:Anchor<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 friends, his planet, and even his universe, but through these hardships he has pushed himself further and further beyond, unlocking the legendary power of Super Saiyan after his friend, Krillin, was killed by Frieza. Even under constant threats, Goku has stepped up, pushing himself in order 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 />
* Amazing stagger pressure with 4LL, and most of his normals being safe on block.<br />
* 2M is one of the best of its kind.<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 />
* Mix-up game is very basic. Requires strong reads and heavy condition in order to open up opponents.<br />
* While he has options for every situation, he is generally outclassed by specialist characters.<br />
|-<br />
|}<br />
{{#lst:DBFZ/SS Goku/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/SS Goku/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/SS Goku/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be canceled into from 5L, even on whiff.<br />
* Jump cancelable on hit.<br />
* Auto-corrects on side switch.<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 and his best combo starter. It has less range than his other mediums though so make sure not to whiff with this move.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/SS Goku/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be canceled into from 5LL, even on whiff.<br />
* Auto-corrects on side switch.<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 his other bread-and-butters while also using up his Smash very early into a combo. To make matters worse, the hitbox of this move is firmly horizontal which prevents it from connecting after his 5LL hits an airborne opponent. This makes it near difficult to combo into without using the initial activation of Sparking Blast or certain assists while also preventing this move's auto-correct from threatening airborne approaches. 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall bounces on Smash hit.<br />
Goku does a sidekick, which counts as a Smash and sends them flying sideways. 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can chain into itself up to 6 times.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Counts as airborne.<br />
* Launches higher with more hitstun on Smash hit.<br />
Goku does a leaping uppercut. Go to anti-air, though since it has a firmly vertical hitbox and a large amount of endlag it should be used carefully. Cancels into airborne specials meaning that if they are done immediately after this move, Kamehameha and Super Kamehameha can be aimed forward or downward, all versions of Dragon Flash Fist are vulnerable to anti-airs, and Meteor Smash cannot be used. The Smash version 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<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. It can combo into itself by hitting opponents with the first ki blast while they are close to the ground, though this is difficult to do outside of the corner. 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<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 that normally requires an assist or Sparking Blast to confirm into a combo. However, hitting with it as a meaty or with the very edge of the attack, it's possible to link 6M into 5L for resource-less combos. 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Double jump cancelable.<br />
* Can Reverse Beat back to j.L.<br />
Goku does a jumping sidekick. This is his best cross-up jump-in after an IAD, though j.H is better for most other situations. Inputting j.M as j.LL will prevent Goku from doing a second j.L but in exchange will grant him additional height, useful for confirming into j.S. Delaying the autocombo version of this move after a j.L with backwards momentum will result in an extreme altitude boost that allows a follow-up j.S to combo into an additional j.LL for optimal damage. Use j.M instead of j.LL to prevent an attack following a double jump from whiffing due to over-shooting.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Knock-down state changes depending on Goku's usage of his Smash.<br />
* Dynamic hit wall-bounces in the corner and provides one random Dragon Ball.<br />
Goku does a two-handed overhead slam. 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 only used to end highly scaled combos, usually into Warp Kamehameha. 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Double jump cancelable.<br />
* Launches higher with more hitstun on Smash hit.<br />
Goku does an upward kick that, unlike his other air normals, is not an overhead. Used to launch opponents during air combos and to extend them if Goku's Smash has been used and his double jump hasn't. If Goku uses the Smash version after already expending his Super Dash he can still use the heavy version of Dragon Flash Fist to convert the hit into a sliding knockdown.<br />
}}<br />
}}<br />
<br />
==Specials==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/SS Goku/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=j.L}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Results in a sliding knockdown on Smash hit.<br />
* Ground version isn't vulnerable to anti-airs.<br />
Goku charges a short distance and throws out a haymaker. Fastest version that can lead into supers on grounded hit, making it a good mix-up tool for finishing off opponents when meter is available. Incredibly useful combo ender that allows Goku to turn essentially any hit into a sliding knockdown without spending meter.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/SS Goku/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=j.M}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground bounce and sliding knockdown on Smash hit.<br />
* Ground version isn't vulnerable to anti-airs.<br />
Goku charges a moderate distance and throws out a haymaker. Slowest version which can combo into vanishes for metered solo combos or into assists for meterless combo extensions, though proper conditioning is needed to land this move against competent opponents.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/SS Goku/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports on start-up.<br />
* Ground bounce and sliding knockdown on Smash hit.<br />
* Ground version isn't vulnerable to anti-airs.<br />
Goku teleports in front of the opponent and throws out a haymaker. Allows Goku to get relaunches from air combos by himself in the corner and with assists anywhere on the screen. 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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/SS Goku/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=j.L}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version doesn't have Head attribute.<br />
* Ground version keeps opponent grounded.<br />
Goku does 2 hits of a flying kick. The mid-air version is used for conversions into downwards Super Kamehameha mid-screen. Safe on block.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/SS Goku/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=j.M}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version doesn't have Head attribute.<br />
* Smash version results in a wallbounce in the corner.<br />
* Smash 5MMM results in wallbounce that takes opponents out of the corner.<br />
Goku does 4 hits of a flying kick. The Smash version is used for Goku's optimal corner combos and the non-Smash version is used for conversions into downwards Super Kamehameha in the corner.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/SS Goku/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version doesn't have Head attribute.<br />
* Smash version results in a wallbounce. Massive corner carry mid-screen that combos directly into super dash. <br />
Goku does 6 hits of a flying kick. It can also be used in corner combos in the same fashion as the medium version though it isn't as 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={{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SS Goku/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<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. Using Kamehameha after 5H on block creates a frame trap that catches any non-invincible or non-projectile invincible moves, including raw tags and assist calls. Goku can also perform left-right mix-ups by jumping over the opponent and firing the downward Kamehameha either early to hit from the front or late to hit from behind. On hit, it can lead into a combo by using a vanish and linking into 2M. In the corner, the downward version can be used near the ground to extend combos. The upward version can also extend corner combos but it needs to only hit with the edge of the beam so that opponents stay in a spiraling state as long as possible.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_SSGoku_Kamehameha.png |caption= Skidaddle skadoodle, now I control the neutral!<br />
|input=A1/A2<br />
|name=Kamehameha<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Beats ki blasts and clashes with other beams.<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. It can also be pretty useful in combos as well as a means to extend them, or set up into snap loops with characters like Bardock or Piccolo, though some characters may have a hard time doing so from mid-screen.<br />
}}<br />
}}<br />
<br />
==Supers==<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={{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SS Goku/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version can be angled upward by holding up or down after the input. Value in [] are for up version.<br />
* Air version can be angled downward by holding up or down after the input, which can cause a sliding knockdown.<br />
* Minimum damage: Straight: 77*10 (770), Ground aimed up 81*10 (810), Air aimed down: 75*10 (750).<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. Goku can combo into Warp Kamehameha using the air angled downward version of Super Kamehameha if he and his target are high enough in the air. The grounded upward angled version does more damage than any other version.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|236HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Minimum damage: 81*10 (810).<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. Very similar to his non-warp upward Super Kamehameha but it has more start-up.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<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 1759.<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. This is his best super for damage and oki though the hard knockdown can be difficult to use if the opponent wasn't sent to the corner. If the opponent was under the effects of Sparking Blast when they got hit, they will continue to regenerate health during the animation though the opponent will also use up their Sparking Blast's timer.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/SS Goku/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/SS Goku/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/SS_Goku&diff=131491DBFZ/SS Goku2019-10-24T19:56:51Z<p>67.186.80.30: /* Strengths/Weaknesses */</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 />
{{#lsth:DBFZ/SS Goku/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced<br />
;Team Role<br />
:Anchor<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 friends, his planet, and even his universe, but through these hardships he has pushed himself further and further beyond, unlocking the legendary power of Super Saiyan after his friend, Krillin, was killed by Frieza. Even under constant threats, Goku has stepped up, pushing himself in order 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 />
* Amazing staggers and frame traps with 4L stagger pressure and resets.<br />
* 2M is one of the best of its kind.<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 />
* Mix-up game is very basic. Requires strong reads and heavy condition in order to open up opponents.<br />
* While he has options for every situation, he is generally outclassed by specialist characters.<br />
|-<br />
|}<br />
{{#lst:DBFZ/SS Goku/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/SS Goku/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/SS Goku/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be canceled into from 5L, even on whiff.<br />
* Jump cancelable on hit.<br />
* Auto-corrects on side switch.<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 and his best combo starter. It has less range than his other mediums though so make sure not to whiff with this move.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/SS Goku/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be canceled into from 5LL, even on whiff.<br />
* Auto-corrects on side switch.<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 his other bread-and-butters while also using up his Smash very early into a combo. To make matters worse, the hitbox of this move is firmly horizontal which prevents it from connecting after his 5LL hits an airborne opponent. This makes it near difficult to combo into without using the initial activation of Sparking Blast or certain assists while also preventing this move's auto-correct from threatening airborne approaches. 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wall bounces on Smash hit.<br />
Goku does a sidekick, which counts as a Smash and sends them flying sideways. 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can chain into itself up to 6 times.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Counts as airborne.<br />
* Launches higher with more hitstun on Smash hit.<br />
Goku does a leaping uppercut. Go to anti-air, though since it has a firmly vertical hitbox and a large amount of endlag it should be used carefully. Cancels into airborne specials meaning that if they are done immediately after this move, Kamehameha and Super Kamehameha can be aimed forward or downward, all versions of Dragon Flash Fist are vulnerable to anti-airs, and Meteor Smash cannot be used. The Smash version 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<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. It can combo into itself by hitting opponents with the first ki blast while they are close to the ground, though this is difficult to do outside of the corner. 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<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 that normally requires an assist or Sparking Blast to confirm into a combo. However, hitting with it as a meaty or with the very edge of the attack, it's possible to link 6M into 5L for resource-less combos. 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Double jump cancelable.<br />
* Can Reverse Beat back to j.L.<br />
Goku does a jumping sidekick. This is his best cross-up jump-in after an IAD, though j.H is better for most other situations. Inputting j.M as j.LL will prevent Goku from doing a second j.L but in exchange will grant him additional height, useful for confirming into j.S. Delaying the autocombo version of this move after a j.L with backwards momentum will result in an extreme altitude boost that allows a follow-up j.S to combo into an additional j.LL for optimal damage. Use j.M instead of j.LL to prevent an attack following a double jump from whiffing due to over-shooting.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Knock-down state changes depending on Goku's usage of his Smash.<br />
* Dynamic hit wall-bounces in the corner and provides one random Dragon Ball.<br />
Goku does a two-handed overhead slam. 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 only used to end highly scaled combos, usually into Warp Kamehameha. 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Double jump cancelable.<br />
* Launches higher with more hitstun on Smash hit.<br />
Goku does an upward kick that, unlike his other air normals, is not an overhead. Used to launch opponents during air combos and to extend them if Goku's Smash has been used and his double jump hasn't. If Goku uses the Smash version after already expending his Super Dash he can still use the heavy version of Dragon Flash Fist to convert the hit into a sliding knockdown.<br />
}}<br />
}}<br />
<br />
==Specials==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/SS Goku/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=j.L}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Results in a sliding knockdown on Smash hit.<br />
* Ground version isn't vulnerable to anti-airs.<br />
Goku charges a short distance and throws out a haymaker. Fastest version that can lead into supers on grounded hit, making it a good mix-up tool for finishing off opponents when meter is available. Incredibly useful combo ender that allows Goku to turn essentially any hit into a sliding knockdown without spending meter.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/SS Goku/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=j.M}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground bounce and sliding knockdown on Smash hit.<br />
* Ground version isn't vulnerable to anti-airs.<br />
Goku charges a moderate distance and throws out a haymaker. Slowest version which can combo into vanishes for metered solo combos or into assists for meterless combo extensions, though proper conditioning is needed to land this move against competent opponents.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/SS Goku/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports on start-up.<br />
* Ground bounce and sliding knockdown on Smash hit.<br />
* Ground version isn't vulnerable to anti-airs.<br />
Goku teleports in front of the opponent and throws out a haymaker. Allows Goku to get relaunches from air combos by himself in the corner and with assists anywhere on the screen. 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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/SS Goku/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=j.L}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version doesn't have Head attribute.<br />
* Ground version keeps opponent grounded.<br />
Goku does 2 hits of a flying kick. The mid-air version is used for conversions into downwards Super Kamehameha mid-screen. Safe on block.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/SS Goku/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=j.M}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version doesn't have Head attribute.<br />
* Smash version results in a wallbounce in the corner.<br />
* Smash 5MMM results in wallbounce that takes opponents out of the corner.<br />
Goku does 4 hits of a flying kick. The Smash version is used for Goku's optimal corner combos and the non-Smash version is used for conversions into downwards Super Kamehameha in the corner.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/SS Goku/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version doesn't have Head attribute.<br />
* Smash version results in a wallbounce. Massive corner carry mid-screen that combos directly into super dash. <br />
Goku does 6 hits of a flying kick. It can also be used in corner combos in the same fashion as the medium version though it isn't as 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={{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SS Goku/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<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. Using Kamehameha after 5H on block creates a frame trap that catches any non-invincible or non-projectile invincible moves, including raw tags and assist calls. Goku can also perform left-right mix-ups by jumping over the opponent and firing the downward Kamehameha either early to hit from the front or late to hit from behind. On hit, it can lead into a combo by using a vanish and linking into 2M. In the corner, the downward version can be used near the ground to extend combos. The upward version can also extend corner combos but it needs to only hit with the edge of the beam so that opponents stay in a spiraling state as long as possible.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_SSGoku_Kamehameha.png |caption= Skidaddle skadoodle, now I control the neutral!<br />
|input=A1/A2<br />
|name=Kamehameha<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Beats ki blasts and clashes with other beams.<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. It can also be pretty useful in combos as well as a means to extend them, or set up into snap loops with characters like Bardock or Piccolo, though some characters may have a hard time doing so from mid-screen.<br />
}}<br />
}}<br />
<br />
==Supers==<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={{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SS Goku/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SS Goku/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version can be angled upward by holding up or down after the input. Value in [] are for up version.<br />
* Air version can be angled downward by holding up or down after the input, which can cause a sliding knockdown.<br />
* Minimum damage: Straight: 77*10 (770), Ground aimed up 81*10 (810), Air aimed down: 75*10 (750).<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. Goku can combo into Warp Kamehameha using the air angled downward version of Super Kamehameha if he and his target are high enough in the air. The grounded upward angled version does more damage than any other version.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|236HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Minimum damage: 81*10 (810).<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. Very similar to his non-warp upward Super Kamehameha but it has more start-up.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SS Goku/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<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 1759.<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. This is his best super for damage and oki though the hard knockdown can be difficult to use if the opponent wasn't sent to the corner. If the opponent was under the effects of Sparking Blast when they got hit, they will continue to regenerate health during the animation though the opponent will also use up their Sparking Blast's timer.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/SS Goku/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/SS Goku/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Broly&diff=131306DBFZ/Broly2019-10-19T04:20:16Z<p>67.186.80.30: /* Strengths/Weaknesses */</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 />
{{#lsth:DBFZ/Broly/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Zoning, Grappler<br />
;Team Role<br />
:Point, Middle<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 />
* Broly's massive amount of armor on some of his buttons and all of his specials makes him a force to be reckoned with. He basically becomes + on every Vanish done on him, as he can do 236L/M/H to quickly get out of the situation if they press buttons, and start his own pressure if they don't. This makes Broly a very scary character to pressure because almost any gap you leave him can give him an opportunity to armor out in various ways - though this is punishable.<br />
* Has a useful assist both for extending combos and blockstrings.<br />
* Amazing zoning capabilities. 5S will beat most, if not all, ki blasts and 214S will deny most special moves.<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 />
* Pitiful damage scaling causes him to have low combo damage overall. Because of this, he is heavily reliant on managing resources in order to maximize his damage output.<br />
* Can be a bit of a meter hog, as Broly really needs to keep corner to be the most effective, so Vanishes or other things will be used frequently to make sure that he gets to keep that pressure.<br />
|-<br />
|}<br />
{{#lst:DBFZ/Broly/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Broly/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Broly/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Only attack in Broly's moveset that possesses normal proration values.<br />
* Steps forward during startup, increasing the range.<br />
For most characters, this is a really good starter. For Broly, the damage this move leads to is almost unholy. Do not get hit by this.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Broly/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<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=Outzone the designated zoner as the grappler<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<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=This is as low as he can hit?<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<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= No wait he can go lower just needed to use his legs more<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable attacks.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable attacks.<br />
* Lots of active frames.<br />
* Scratches on normal hit, dunks the opponent down to the ground on Smash hit.<br />
* Dunking can be followed up by j.214X or Lv3 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=''tha neuch''<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* j.8S will aim down.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable 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 />
* Smash on air-to-air hit, gives a short sliding knockdown.<br />
}}<br />
}}<br />
<br />
==Specials==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit corner carries.<br />
* Has (at least?) 10 hits of armor.<br />
* Can combo into Eraser Cannon in the corner.<br />
* Very punishable on block.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Broly/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Broly/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Moves forward about one screen length.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Broly/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Moves forward about one screen length.<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 />
}}<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has one hit of super armor.<br />
* Difficult to whiff punish if jumped.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Broly/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Always causes a sliding knockdown.<br />
* Fastest of the ground command grabs, but the shortest range.<br />
* Connects from combo Dragon Rush in the corner.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Broly/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit causes a small wall bounce. Non-smash skd.<br />
* Slightly slower than L version.<br />
* Enables solo combo in the corner.<br />
* Deceptively large range, about one character length.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Broly/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit wall bounces, enables solo combo anywhere on the screen. Non-smash skd.<br />
* About as fast as M version.<br />
* Huge range. Connects at round start if the opponent stays still.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has one hit of super armor.<br />
* All versions switch sides.<br />
* Used as a typical ender for meterless combos.<br />
* Leaves Broly airborne.<br />
* Broly does NOT turn around if you cross over with this, jump normals will whiff on the way down.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Broly/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Short range, but fast.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Broly/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Slower, but its grab range is longer.<br />
* Causes a short sliding knockdown.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Broly/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Broly's fastest grab and can reach a long distance.<br />
* Causes a big ground bounce sliding knockdown, can be followed up if done in the corner or 236H+S midscreen.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|236S}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
* Smash hit wall bounces.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Broly/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Broly/Data|j.214S}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Nullifies all non-super projectiles for both Broly and his assists.<br />
* Preserves air momentum when used in the air.<br />
* Disappears if you take damage, block a physical attack, or trigger cinematics.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Goes active the moment it leaves Broly's hand.<br />
* Knocks upward slightly on hit. Good as combo extender.<br />
* Only the projectile has hitboxes.<br />
}}<br />
}}<br />
<br />
==Supers==<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= HAVE IT YOUR WAY<br />
|input=236L+M or 236H+S<br />
|name=Eraser Cannon<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L+M}}<br />
{{#lsth:DBFZ/Broly/Data|236LM}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
* Ki blasts invulnerable 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 />
{{AttackVersion|name=H+S}}<br />
{{#lsth:DBFZ/Broly/Data|236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Only throws the Ki blast, good for when L+M can't connect (midscreen)<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L+M}}<br />
{{#lsth:DBFZ/Broly/Data|214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage in a combo: ~1715.<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 />
* 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, however once it does, he will teleport to the ground.<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 />
{{!}}-<br />
{{AttackVersion|name=H+S}}<br />
{{#lsth:DBFZ/Broly/Data|214HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage in a combo: ~1660.<br />
* The ball grows only once it connects with the opponent's vulnerable hitbox (on block or hit), and accelerates at a much slower rate than L+M version.<br />
* Broly recovers just a few moment after he releases the ball, allows him to continue the combo.<br />
* Always explodes when it hits the floor even without turning big.<br />
* Auto-adjustment is the same as L+M version.<br />
* The ball disappears if Broly is hit or Z Change, but not on block.<br />
<br style="clear:both;"/><br />
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br><br />
* Descending part doesn't have minimum damage.<br />
* Without scaling, the explosion will do ''less damage'' the more hits the ball does on the way down. But due to minimum damages, during a combo, the whole super DOES gain more damage the higher Broly is.<br />
* L+M version have higher minimum damage than H+S version.<br />
* [https://i.ibb.co/QXjYd2Y/graphs2.png Look at this graph.]<br />
* There are 4 tiers, [] values are H+S version:<br />
'''1 to 12 hits'''<br />
* Raw: 100*0~11, 3500<br />
* Scaled (10%): 10*0~11, 1750 [1680]<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: 100*10, 50*2~11, 2900<br />
* Scaled (10%): 10*10, 5*2~11, 1566 [1450]<br />
<br />
'''23 to 32 hits'''<br />
* Raw: 100*10, 50*10, 25*2~11, 2700<br />
* Scaled (10%): 10*10, 5*10, 2*2~11, 1566 [1458]<br />
<br />
'''33 hits and up'''<br />
* Raw: 100*10, 50*10, 25*10, 10*2~∞, 2500<br />
* Scaled (10%): 10*10, 5*10, 2*10, 1*2~∞, 1550 [1475]<br />
* Note: 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 />
==Navigation==<br />
{{#lsth:DBFZ/Broly/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Broly/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Broly]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Broly&diff=131305DBFZ/Broly2019-10-19T04:14:48Z<p>67.186.80.30: /* Strengths/Weaknesses */</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 />
{{#lsth:DBFZ/Broly/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Zoning, Grappler<br />
;Team Role<br />
:Point, Middle<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 />
* Broly's massive amount of armor on some of his buttons and all of his specials makes him a force to be reckoned with. He basically becomes + on every Vanish done on him, as he can do 236L/M/H to quickly get out of the situation if they press buttons, and start his own pressure if they don't. This makes Broly a very scary character to pressure because almost any gap you leave him can give him an opportunity to armor out in various ways - though this is punishable.<br />
* Has a useful assist both for extending combos and blockstrings.<br />
* Amazing zoning capabilities. 5S will be most, if not all, ki blasts and 214S will deny most special moves.<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 />
* Pitiful damage scaling causes him to have low combo damage overall. Because of this, he is heavily reliant on managing resources in order to maximize his damage output.<br />
* Can be a bit of a meter hog, as Broly really needs to keep corner to be the most effective, so Vanishes or other things will be used frequently to make sure that he gets to keep that pressure.<br />
|-<br />
|}<br />
{{#lst:DBFZ/Broly/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Broly/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Broly/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Only attack in Broly's moveset that possesses normal proration values.<br />
* Steps forward during startup, increasing the range.<br />
For most characters, this is a really good starter. For Broly, the damage this move leads to is almost unholy. Do not get hit by this.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Broly/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<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=Outzone the designated zoner as the grappler<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<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=This is as low as he can hit?<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<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= No wait he can go lower just needed to use his legs more<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable attacks.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable attacks.<br />
* Lots of active frames.<br />
* Scratches on normal hit, dunks the opponent down to the ground on Smash hit.<br />
* Dunking can be followed up by j.214X or Lv3 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=''tha neuch''<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* j.8S will aim down.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable 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 />
* Smash on air-to-air hit, gives a short sliding knockdown.<br />
}}<br />
}}<br />
<br />
==Specials==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit corner carries.<br />
* Has (at least?) 10 hits of armor.<br />
* Can combo into Eraser Cannon in the corner.<br />
* Very punishable on block.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Broly/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Broly/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Moves forward about one screen length.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Broly/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Moves forward about one screen length.<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 />
}}<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has one hit of super armor.<br />
* Difficult to whiff punish if jumped.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Broly/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Always causes a sliding knockdown.<br />
* Fastest of the ground command grabs, but the shortest range.<br />
* Connects from combo Dragon Rush in the corner.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Broly/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit causes a small wall bounce. Non-smash skd.<br />
* Slightly slower than L version.<br />
* Enables solo combo in the corner.<br />
* Deceptively large range, about one character length.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Broly/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit wall bounces, enables solo combo anywhere on the screen. Non-smash skd.<br />
* About as fast as M version.<br />
* Huge range. Connects at round start if the opponent stays still.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has one hit of super armor.<br />
* All versions switch sides.<br />
* Used as a typical ender for meterless combos.<br />
* Leaves Broly airborne.<br />
* Broly does NOT turn around if you cross over with this, jump normals will whiff on the way down.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Broly/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Short range, but fast.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Broly/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Slower, but its grab range is longer.<br />
* Causes a short sliding knockdown.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Broly/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Broly's fastest grab and can reach a long distance.<br />
* Causes a big ground bounce sliding knockdown, can be followed up if done in the corner or 236H+S midscreen.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|236S}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
* Smash hit wall bounces.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Broly/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Broly/Data|j.214S}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Nullifies all non-super projectiles for both Broly and his assists.<br />
* Preserves air momentum when used in the air.<br />
* Disappears if you take damage, block a physical attack, or trigger cinematics.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Goes active the moment it leaves Broly's hand.<br />
* Knocks upward slightly on hit. Good as combo extender.<br />
* Only the projectile has hitboxes.<br />
}}<br />
}}<br />
<br />
==Supers==<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= HAVE IT YOUR WAY<br />
|input=236L+M or 236H+S<br />
|name=Eraser Cannon<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L+M}}<br />
{{#lsth:DBFZ/Broly/Data|236LM}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
* Ki blasts invulnerable 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 />
{{AttackVersion|name=H+S}}<br />
{{#lsth:DBFZ/Broly/Data|236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Only throws the Ki blast, good for when L+M can't connect (midscreen)<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L+M}}<br />
{{#lsth:DBFZ/Broly/Data|214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage in a combo: ~1715.<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 />
* 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, however once it does, he will teleport to the ground.<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 />
{{!}}-<br />
{{AttackVersion|name=H+S}}<br />
{{#lsth:DBFZ/Broly/Data|214HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage in a combo: ~1660.<br />
* The ball grows only once it connects with the opponent's vulnerable hitbox (on block or hit), and accelerates at a much slower rate than L+M version.<br />
* Broly recovers just a few moment after he releases the ball, allows him to continue the combo.<br />
* Always explodes when it hits the floor even without turning big.<br />
* Auto-adjustment is the same as L+M version.<br />
* The ball disappears if Broly is hit or Z Change, but not on block.<br />
<br style="clear:both;"/><br />
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br><br />
* Descending part doesn't have minimum damage.<br />
* Without scaling, the explosion will do ''less damage'' the more hits the ball does on the way down. But due to minimum damages, during a combo, the whole super DOES gain more damage the higher Broly is.<br />
* L+M version have higher minimum damage than H+S version.<br />
* [https://i.ibb.co/QXjYd2Y/graphs2.png Look at this graph.]<br />
* There are 4 tiers, [] values are H+S version:<br />
'''1 to 12 hits'''<br />
* Raw: 100*0~11, 3500<br />
* Scaled (10%): 10*0~11, 1750 [1680]<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: 100*10, 50*2~11, 2900<br />
* Scaled (10%): 10*10, 5*2~11, 1566 [1450]<br />
<br />
'''23 to 32 hits'''<br />
* Raw: 100*10, 50*10, 25*2~11, 2700<br />
* Scaled (10%): 10*10, 5*10, 2*2~11, 1566 [1458]<br />
<br />
'''33 hits and up'''<br />
* Raw: 100*10, 50*10, 25*10, 10*2~∞, 2500<br />
* Scaled (10%): 10*10, 5*10, 2*10, 1*2~∞, 1550 [1475]<br />
* Note: 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 />
==Navigation==<br />
{{#lsth:DBFZ/Broly/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Broly/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Broly]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Broly&diff=130942DBFZ/Broly2019-10-14T08:15:00Z<p>67.186.80.30: </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 />
{{#lsth:DBFZ/Broly/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Zoning, Grappler<br />
;Team Role<br />
:Point, Middle<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 />
* Broly's massive amount of armor on some of his buttons and all of his specials makes him a force to be reckoned with. He basically becomes + on every Vanish done on him, as he can do 236L/M/H to quickly get out of the situation if they press buttons, and start his own pressure if they don't. This makes Broly a very scary character to pressure because almost any gap you leave him can give him an opportunity to armor out in various ways - though this is punishable.<br />
* Has a useful assist both for extending combos and blockstrings.<br />
* One of the more useful Lvl 3 supers in the game.<br />
* Thanks to the latest patch, his command grab has had almost all of its startup lag removed, making it very difficult to react to.<br />
* HIS POWER IS MAXIMUM<br />
* Is so wumbo that his armored normals deflect ki blasts<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 />
* Pitiful damage scaling causes him to have low combo damage overall. Because of this, he is heavily reliant on managing resources in order to maximize his damage output.<br />
* Can be a bit of a meter hog, as Broly really needs to keep corner to be the most effective, so Vanishes or other things will be used frequently to make sure that he gets to keep that pressure.<br />
* Is not canon.<br />
|-<br />
|}<br />
{{#lst:DBFZ/Broly/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Broly/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Broly/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Only attack in Broly's moveset that possesses normal proration values.<br />
* Steps forward during startup, increasing the range.<br />
For most characters, this is a really good starter. For Broly, the damage this move leads to is almost unholy. Do not get hit by this.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Broly/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<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=Outzone the designated zoner as the grappler<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<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=This is as low as he can hit?<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<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= No wait he can go lower just needed to use his legs more<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable attacks.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable attacks.<br />
* Lots of active frames.<br />
* Scratches on normal hit, dunks the opponent down to the ground on Smash hit.<br />
* Dunking can be followed up by j.214X or Lv3 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=''tha neuch''<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* j.8S will aim down.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable 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 />
* Smash on air-to-air hit, gives a short sliding knockdown.<br />
}}<br />
}}<br />
<br />
==Specials==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit corner carries.<br />
* Has (at least?) 10 hits of armor.<br />
* Can combo into Eraser Cannon in the corner.<br />
* Very punishable on block.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Broly/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Broly/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Moves forward about one screen length.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Broly/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Moves forward about one screen length.<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 />
}}<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has one hit of super armor.<br />
* Difficult to whiff punish if jumped.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Broly/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Always causes a sliding knockdown.<br />
* Fastest of the ground command grabs, but the shortest range.<br />
* Connects from combo Dragon Rush in the corner.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Broly/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit causes a small wall bounce. Non-smash skd.<br />
* Slightly slower than L version.<br />
* Enables solo combo in the corner.<br />
* Deceptively large range, about one character length.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Broly/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit wall bounces, enables solo combo anywhere on the screen. Non-smash skd.<br />
* About as fast as M version.<br />
* Huge range. Connects at round start if the opponent stays still.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has one hit of super armor.<br />
* All versions switch sides.<br />
* Used as a typical ender for meterless combos.<br />
* Leaves Broly airborne.<br />
* Broly does NOT turn around if you cross over with this, jump normals will whiff on the way down.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Broly/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Short range, but fast.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Broly/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Slower, but its grab range is longer.<br />
* Causes a short sliding knockdown.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Broly/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Broly's fastest grab and can reach a long distance.<br />
* Causes a big ground bounce sliding knockdown, can be followed up if done in the corner or 236H+S midscreen.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|236S}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
* Smash hit wall bounces.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Broly/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Broly/Data|j.214S}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Nullifies all non-super projectiles for both Broly and his assists.<br />
* Preserves air momentum when used in the air.<br />
* Disappears if you take damage, block a physical attack, or trigger cinematics.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Broly/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Goes active the moment it leaves Broly's hand.<br />
* Knocks upward slightly on hit. Good as combo extender.<br />
* Only the projectile has hitboxes.<br />
}}<br />
}}<br />
<br />
==Supers==<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= HAVE IT YOUR WAY<br />
|input=236L+M or 236H+S<br />
|name=Eraser Cannon<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L+M}}<br />
{{#lsth:DBFZ/Broly/Data|236LM}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
* Ki blasts invulnerable 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 />
{{AttackVersion|name=H+S}}<br />
{{#lsth:DBFZ/Broly/Data|236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Only throws the Ki blast, good for when L+M can't connect (midscreen)<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L+M}}<br />
{{#lsth:DBFZ/Broly/Data|214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage in a combo: ~1715.<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 />
* 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, however once it does, he will teleport to the ground.<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 />
{{!}}-<br />
{{AttackVersion|name=H+S}}<br />
{{#lsth:DBFZ/Broly/Data|214HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage in a combo: ~1660.<br />
* The ball grows only once it connects with the opponent's vulnerable hitbox (on block or hit), and accelerates at a much slower rate than L+M version.<br />
* Broly recovers just a few moment after he releases the ball, allows him to continue the combo.<br />
* Always explodes when it hits the floor even without turning big.<br />
* Auto-adjustment is the same as L+M version.<br />
* The ball disappears if Broly is hit or Z Change, but not on block.<br />
<br style="clear:both;"/><br />
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br><br />
* Descending part doesn't have minimum damage.<br />
* Without scaling, the explosion will do ''less damage'' the more hits the ball does on the way down. But due to minimum damages, during a combo, the whole super DOES gain more damage the higher Broly is.<br />
* L+M version have higher minimum damage than H+S version.<br />
* [https://i.ibb.co/QXjYd2Y/graphs2.png Look at this graph.]<br />
* There are 4 tiers, [] values are H+S version:<br />
'''1 to 12 hits'''<br />
* Raw: 100*0~11, 3500<br />
* Scaled (10%): 10*0~11, 1750 [1680]<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: 100*10, 50*2~11, 2900<br />
* Scaled (10%): 10*10, 5*2~11, 1566 [1450]<br />
<br />
'''23 to 32 hits'''<br />
* Raw: 100*10, 50*10, 25*2~11, 2700<br />
* Scaled (10%): 10*10, 5*10, 2*2~11, 1566 [1458]<br />
<br />
'''33 hits and up'''<br />
* Raw: 100*10, 50*10, 25*10, 10*2~∞, 2500<br />
* Scaled (10%): 10*10, 5*10, 2*10, 1*2~∞, 1550 [1475]<br />
* Note: 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 />
==Navigation==<br />
{{#lsth:DBFZ/Broly/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Broly/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Broly]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Gogeta&diff=130761DBFZ/SSB Gogeta2019-10-10T13:25:43Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Gogeta (SSGSS)<br />
|-<br />
||<br />
[[File:DBFZ_SSB Gogeta_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/SSB Gogeta/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Mixup<br />
;Team Role<br />
:Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
The product of the Metamoran fusion technique from Goku and Vegeta, Gogeta ("Go" from Goku, and "geta" from Vegeta) is a powerful warrior and was seen as a necessity to deal with Broly. Showing incredible power, he was able to weaken Broly before he was teleported away back to Vampa, almost destroying him in the process. In this game, he is depicted in the Super Saiyan God Super Saiyan form, however likewise takes aspects from his appearances in **Dragon Ball Z: Fusion Reborn** (such as transforming into a Super Saiyan during his Dramatic Finish) and **Dragon Ball GT**.<br />
<br />
In Dragon Ball FighterZ, Gogeta is a character who can play almost any range he wants due to his diverse toolkit, that gives him many options against almost anything. He also has many tools that can mix up the opponent if used right, and can totally throw off the opponent and let Gogeta play at his own pace. Combined with 2 meterburn options on his supers, and Gogeta will make sure that no matter where he hits you, it's going to do some significant damage.<br />
<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 />
* Insanely massive toolkit giving him something for almost any situation, including a level 2 and a level 5 super, a meterless reversal, a full screen command grab, etc. <br />
* Mixup potential is strong especially in Sparking, where he can airdash his S buttons, and cause all kinds of ambiguous setups<br />
* 5S and 2S are beams, making Gogeta's long range game very strong. <br />
* Strong assist, while somewhat slow the hitbox is big and it causes wallbounce on hit, allowing for all kinds of followups.<br />
* Great damage output due to his supers as well as his corner combos being incredibly strong due to his previously mentioned S buttons. <br />
* One of the better DHC Supers, as some characters can get air Dragon Rush off of it if timed correctly.<br />
* Multiple moves that leave him airborne and recover in the air give him more options for blockstun mix-ups than the rest of the cast, with 5LLL, 236L~M, and 236[S] being the main options.<br />
* One of the most flashy fighters in the game, has plenty of options to style on opponents.<br />
| style="width: 50%;"|<br />
* Tall hurtbox, making him easy to fuzzy. <br />
* Blockstrings have many gaps in them, making them weak to reflects or reversals. His 5LLL is completely vulnerable to 2H on block. Because of this, he can be a little reliant on assists for blockstrings, which can be an issue depending on team composition. <br />
* Stardust Fall, while a great air ender, gives Gogeta absolutely no oki afterwards, which can be a bit of an issue for his pressure game. The only super Gogeta has that leaves him relatively close to the opponent is 236HS, meaning that his post-super pressure options can be a bit limited, leaving you to save them exclusively for kills.<br />
* His lows are weak. His fastest low is an 11 frame start up light giving him the worst of both worlds. It has the slower startup of mediums and the low damage of lights. <br />
* Bad startup and ending frames on many of his normals.<br />
* Normals hitboxes (including the autocombo) are pretty mediocre for a character his size.<br />
* Has to do that weird dance to fuse.<br />
|-<br />
|}<br />
{{#lst:DBFZ/SSB Gogeta/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_5L.png |caption=<br />
|image2=DBFZ_Gogeta_5LL.png |caption2=<br />
|image3=DBFZ_Gogeta_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fastest and safest normal.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches on ground hit.<br />
* Has enough hitstun to combo into j.DR or 6M.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sides switches on hit or block, pulls the opponent out of corner.<br />
* Stays airborne afterward, recovers midway through.<br />
* Huge gap between 5LL and 5LLL, enough to be jabbed out or 2H'd.<br />
* On block, can cancel into SD early to stay same side.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_5M.png |caption= I kicked me height<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Gogeta/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* High reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Gogeta/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* At long range, Gogeta will teleport closer.<br />
* Doesn't have invulnerability, but it can sometimes go through things.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_5S.png |caption= ORIGINAL MOVE ATTACK<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Gogeta/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Beam property.<br />
* Small wall bounce.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_2L.png |caption= The inferior Gordeau Slide.<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Gogeta/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Slides forward.<br />
* Launches on hit like a 2M.<br />
Catches backdash after a blocked Vanish, while 2M doesn't.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_2M.png |caption= Goin' down the water slide!<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Gogeta/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Long range for a 2M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_2H.png |caption= SHORYUKEN!<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Gogeta/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Recovers on his way down.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_2S.png |caption=Can you believe this is the first time Galick Gun has not been a super?<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Gogeta/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Beam property.<br />
* Causes a big ground bounce.<br />
2S > SD isn't a true blockstring, but the gap is small enough that 2H attempts will be stuffed.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_6M.png |caption= <br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Gogeta/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead.<br />
5LL > 6M can link into another 5L in the corner. Making this one of the few 6Ms that are solo comboable.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Gogeta/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Both j.L and j.M are good for fuzzy thanks to their low angles.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_jM.png |caption= Thanks for the move, Piccolo.<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Gogeta/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Triple overheads.<br />
j.LLL won't come out until j.LL lands all 3 hits.<br />
<br />
IAD j.M does enough blockstun to true string into rising j.L on big characters.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_jH.png |caption= Thanks for the move, Vegeta.<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Kicks half screen forward.<br />
* Big wall bounce on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_jS.png |caption= Thanks for the move, Goku.<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Gogeta/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Beam property.<br />
* Small wall bounce.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_j2H.png |caption=f o o t d i v e<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Gogeta/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Smash on air-to-air.<br />
* Causes a sliding knockdown on Smash hit.<br />
* Ground hit, the opponent can tech immediately.<br />
Pretty solid finisher for a combo anywhere if you're not totally sure how to end it, since it combos from j.M very easily midscreen, and j.H in the corner. It also leaves Gogeta very close to the opponent for some oki if you want it. He's got better sliding knockdown enders, but this isn't a bad one to fall back on should you need it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_j2S.png |caption= Also why is it blue?<br />
|name=j.2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Gogeta/Data|j.2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Beam property.<br />
* Causes a big ground bounce.<br />
* Adds 10f landing recovery.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Soul Strike</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_SoulStrikeFollowup.png |caption= <br />
|input=236L/M/H (Air OK)<br />
|name=Soul Strike<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Followups come out even on whiff.<br />
* Only ground L rekka on hit keeps grounded opponents standing. The others launch on hit.<br />
* Ground rekka doesn't have head property, air rekka does.<br />
* Midscreen range: Air H > Ground H > Ground M > Ground L = Air L > Air M<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Strikes half screen forward.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Reels back before the attack. Performing this with his back against the wall gives significantly better range than midscreen.<br />
* Can cancel into H followup during startup.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Each hit automatically does its next followup on hit, block, or reflect.<br />
* Last hit causes a ground bounce, Smash hit adds sliding knockdown. After landing, does an extra hit that switches sides and causes a big wall bounce on Smash hit for conversion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Soul Strike Follow-Up 1</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_SoulStrikeFollowup1.png |caption= Vegeta's 214X, all grown up and blue.<br />
|input=Soul Strike L/M > L/M<br />
|name=Soul Strike Follow-Up 1<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|236X > L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version recovers on the ground.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|236X > M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Recovers in the air.<br />
* Leaves a gap from any 236X or j.236X.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Soul Strike Follow-Up 2</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_SoulStrikeFollowup2.png |caption=DUNK 'EM<br />
|image2=DBFZ_Gogeta_RisingVortex3.png |caption2= H Automatic Follow Up<br />
|input=Soul Strike Follow-Up 1 > L/M/H or Soul Strike L/M > H<br />
|name=Soul Strike Follow-Up 2<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Auto-corrects.<br />
* Range: L > M > H<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|236X > X > L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a short sliding knockdown on Smash hit.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|236X > X > M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a ground bounce, Smash hit adds sliding knockdown.<br />
* Hits below Gogeta.<br />
* Leaves a gap from any 236X~X or j.236X~X<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|236X > X > H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a ground bounce, Smash hit adds sliding knockdown.<br />
* After landing, does an extra hit that switches sides and causes a big wall bounce on Smash hit for conversion.<br />
236L~H and 236M~H are both fast overheads that cannot be anti-air'd. 236L~H is 25f, 236M~H is 26f, but at close range the opponent can block 236L before the H comes out, which doesn't happen to 236M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Vortex</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_RisingVortex.png |caption=L/M/Air H<br />
|image2=DBFZ_Gogeta_RisingVortex2.png |caption2= Ground H<br />
|image3=DBFZ_Gogeta_RisingVortex3.png |caption3= The Cell Special<br />
|input=214L/M/H (Air OK)<br />
|name=Rising Vortex<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* On hit, 236M/H and j.236M/H do an extra kick at the end.<br />
* Smash on that last hit.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Frame 1 Anti-Air.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Frame 1 full invul.<br />
* Goes slightly further than L versions.<br />
* Smash hit wall bounces, can link into j.H even midscreen.<br />
Midscreen can also link into airdash j.236L.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Frame 1 full invul.<br />
* Ground version does a gut punch, air version is a faster j.214M<br />
* Both versions switch sides, causes a big wall bounce on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Multiplex Afterimage</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_MultiplexAfterimage.png |caption=we Naruto now<br />
|input=236S (Air OK)<br />
|name=Multiplex Afterimage<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Feint}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|236[S]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can only be done once in the air.<br />
* Fully invulnerable from frame 6-10 while Gogeta is invisible.<br />
* Does a tracking j.2H on block or hit, causes a ground bounce. Smash even on grounded hit and adds sliding knockdown.<br />
* Hold {{4}} to use j.S clone, {{6}} to use j.2S clone. Hold S to feint, can also choose which clone to warp to.<br />
* During startup, the bottom clone is always the real one. Hitting fake ones will cause them to disappear.<br />
* 5S clone true string into the dive kick, making it safe even at point blank.<br />
* j.2S clone's beam pops the opponent up like a typical beam instead of ground bounces.<br />
* Performing this at jump height will still give the ground version, so j.236S4 never hits grounded opponent. Near ground j.236S into 5S clone counts as landing, regaining your air options.<br />
Can super jump install into an airborne clone, retains super jump's momentum control.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Punisher Drive</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_PunisherDrive.png |caption= psh....nothin personell kid....<br />
|input=214S<br />
|name=Punisher Drive<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Gogeta/Data|214S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Full screen command grab, max range startup is 32.<br />
* All assists immediately leave the screen on hit, also can't call any assist until after recovery.<br />
* On hit, leaves Gogeta point blank behind the opponent, keeps grounded opponent standing.<br />
* Whiffs on airborne. Can still hit airborne opponent mid-combo, causes sliding knockdown.<br />
* Only hits once per combo, like most command grab.<br />
What seems like it would be an incredibly strong move is only just okay for Gogeta. A full screen command grab is good, and it can easily catch people off guard or be setup into easily. However, Gogeta can't combo off of this command grab without spending resources (he can pop Spark to get big damage and even ToD, vanish for a good but scaled followup, or just cancel into super) as he recovers too slowly to really do anything. He can maybe go for some mixups by faking out with a 2L/2M or something similar, but the reward off this isn't as huge as one would think if you do not have the resources available, or do not want to burn them. With these things available it is incredibly strong, but your opponent may realize what you are doing and this will become hard to land. Still a strong move, but not as good as it would seem initially. <br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Gogeta_AssistjH.png |caption= Base Goku assist on wheels<br />
|input=A1/A2<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Gogeta/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Big wall bounce. Enough for GT Goku to combo into Spirit Bomb from midscreen.<br />
* Has head property.<br />
Really good. Has a good amount of blockstun and sets up a ton of utility for many characters, such as midscreen snap setups. It's got pretty good range too, the only downside to it being it's rather slow, so you can't just throw it out whenever you please - and using it in combos can be tricky if you don't have the timing down completely. Regardless, Gogeta's assist is very good for what it can do for a majority of the cast, and is one to be feared.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">God Punisher</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_GodPunisher.png |caption=<br />
|image2=DBFZ_Gogeta_GodPunisher2.png |caption2=The Vegeta side came out<br />
|image3=DBFZ_Gogeta_StardustBreaker.png |caption3= Check out this cool orb i can make<br />
|input=236L+M<br />
|name=God Punisher<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=God Punisher}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Stardust Breaker|subtitle=Hold down any button on hit}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|236[LM]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum Damage: 821 (425 additional damage for the 1 bar follow up)<br />
* Leaves Gogeta almost full screen away from the opponent after it connects, giving him no oki.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Stardust Fall</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_StardustFall.png |caption=<br />
|image2=DBFZ_Gogeta_StardustFall2.png |caption2=Why isn't this a Level 3?<br />
|input=j.236L+M<br />
|name=Stardust Fall<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Gogeta/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Causes sliding knockdown, though he doesn't get any oki from it.<br />
* Good for DHCs as it puts the opponent from the air to the ground.<br />
* Minimum Damage: 750<br />
Decent air ender for when you don't have SKD available.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Big Bang Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_BigBangKamehameha.png |caption=<br />
|image2=DBFZ_Gogeta_BigBangKamehameha2.png |caption2= Screw 'movie accuracy'.<br />
|input=236H+S (Air OK)<br />
|name=Big Bang Kamehameha<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* This is his DHC.<br />
* Lasts long enough that some characters can get a Dragon Rush off of it when they DHC in after this super, such as Nappa. Also sets up Base Goku's Spirit Bomb.<br />
* Minimum Damage: 827<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Meteor Explosion</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gogeta_MeteorExplosion.png |caption= Yells in "this is the stance"<br />
|image2=DBFZ_Gogeta_MeteorExplosion2.png |caption2= It's not Stardust Breaker but it's still very cool.<br />
|image3=DBFZ_Gogeta_UltimateKamehameha.png |caption3= This will only become accurate to the movie when some one DCs during it.<br />
|input=214L+M or 214H+S<br />
|name=Meteor Explosion<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Meteor Explosion}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Ultimate Kamehameha|subtitle=Hold down any button on hit}}<br />
{{#lsth:DBFZ/SSB Gogeta/Data|214[LM]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum Damage: 1790 (964 additional damage for the lvl 5 extension)<br />
* Level 5 extension puts Gogeta full screen's length away from the opponent.<br />
Great damage for a Level 3, especially with a meterburn option available. He doesn't get much, if any oki off of this when it connects though, and he gets barely any if you do the level 5 extension. Still, it's good to use just for damage alone, and is especially good for securing a kill.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/SSB Gogeta/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/SSB Gogeta/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Gogeta]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Teen_Gohan&diff=130759DBFZ/Teen Gohan2019-10-10T13:23:48Z<p>67.186.80.30: </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 />
{{#lsth:DBFZ/Teen Gohan/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Defensive/Rushdown, Zoning, Power<br />
;Team Role<br />
:Any<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 (AKA Sun Wufan) 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 with 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 />
* Some of the highest damage potential in the game, solo and extended.<br />
* A passive strength: Though the fact T. Gohan is small, hard to hit and cannot be fuzzied is a great asset.<br />
* One of few characters with unscaled (minimum damage proration) specials allowing for versatile approaches to high damage combos, including ToDs.<br />
* High meter gain, Gohan can spend meter to finish combos and still come out very positive (very strong battery).<br />
* High damage level 1 super and the strongest level 5 super.<br />
* Enough corner carry to end virtually any combo in the corner.<br />
* Deadly pressure with jL double overheads allowing for cross-ups and fuzzies.<br />
* Assisted 50/50's on demand with Lightning Legs.<br />
* Bardock's grandchild. Inherits the auto-combo and pseudo-lariat.<br />
* Builds on Bardock's techniques with a meterless reversal DP.<br />
* Most of his specials have incredibly high hitstun (retains hitstun at the end of long combos) allowing for combos that are generally not possible with other members of the cast.<br />
| style="width: 50%;"|<br />
* Stubby limbs that equal short-ranged normals require strong spacing awareness in neutral. <br />
* No beam projectile or offensive air specials can make approaching very difficult, especially against characters with good full screen options.<br />
* Pressure relies heavily on speed and conditioning when assists are not available.<br />
* Situation specific combo structure has a profound learning curve.<br />
* Due to its angle of fire his level 1 super (Motionless Kamehameha) can be hard to use in specific instances, like Z-switching into it.<br />
* The more optimal combos generally do not lead into a sliding knockdown which can sometimes lead into an unfavourable situation (needs to use assist to mitigate this).<br />
* For some reason named ''Teen Gohan'' when he's 11 years old by the Cell Saga (seriously, who came up with the idea of calling him a Teen)?<br />
|-<br />
|}<br />
{{#lst:DBFZ/Teen Gohan/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_5L.png |caption=Gut punch<br />
|image2=DBFZ_TeenGohan_5LL.png |caption2=Jumping won't save you<br />
|image3=DBFZ_TeenGohan_5LLL.png |caption3=O M N I D I R E C T I O N A L<br/>T R A C K I N G<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* One of the better reaching first light normals.<br />
* Pushes Gohan forward slightly, unlike most who remain stationary.<br />
* Same 5L as Bardock. A sign of things to come.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Leaping jump kick, decent forward moving anti-air.<br />
* On hit it props the opponent up in the air. Gohan can special and jump cancel into a variety of follow ups.<br />
* On block it can be cancelled into 5LLL, j5S, j2S, Lightning Legs, Super Dash, Vanish and Z-Change.<br />
* Gohan can perform a falling jL after the recovery. In the corner where 2L doesn't whiff it becomes a true high-low (bless Hiroki).<br />
* Leaves Gohan high enough after the recovery to air dash over crouching enemies and cross them up, except for big bodies.<br />
* Side switch auto-corrects.<br />
* Qualifies as an eSports normal.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Skyward launcher, tracks vertically near to a super jump and has significant horizontal range.<br />
* Gohan can follow up with Super Dash, Vanish, Lightning Legs and Z-Change.<br />
* On hit there is an optional side switch midscreen by delaying the follow up.<br />
* Counts as an air attack meaning 2H can beat it.<br />
* Side switch auto-corrects.<br />
* Heat-seeking child.<br />
* There is no escape.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_5M.png |caption=GUT PUNCH<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* The shortest reaching 5M in the game but also has pretty good frame advantage (-3 on block).<br />
* Great for stagger pressure and hit confirms. Not used in neutral.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_5H.png |caption=Shorter 236L<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Standard heavy attack but with slightly shorter range and longer start up than most.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_5S.png |caption=Actually pretty good for zoning<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Generic Ki blasts. The opponent can Super Dash through it and Reflect out of the block stun.<br />
* Fourth hit pops the opponent in the air in a backward trajectory.<br />
* Fast start up (11) makes it a good option for mid range pressure. The frame advantage becomes plus at ~40% screen distance.<br />
* 236X can be confirmed into from any of the Ki blasts at close to medium range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2L.png |caption=Piccolo's training at work<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Fast low attack. Very short range.<br />
* Will chain into itself, but because it pushes Gohan back if you are not very close or dashing forward the second 2L may whiff.<br />
* By micro-dashing it can be made effective for pressure despite its range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2M.png |caption=''The reverse baseball slide,<br/> destroyer of health bars.''<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A slide with below average range and speed compared to other slides. The range is increased considerably when performed from a dash, including micro-dashes.<br />
* Uniquely long active frames (12) make this a superior meaty.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal anti-air launcher with minimal range, invincible frame 4-17 to aerial attacks.<br />
* Small hitbox does cover both sides.<br />
* In blockstrings going from 5H to 2H often requires a small delay to prevent a whiff, including in the corner.<br />
* There is a sizable window where most low normals will whiff under Gohan.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2S.png |caption=Best reference in the game<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Downward Ki bomb that is treated like a generic Ki blast. The opponent can Super Dash through it and Reflect out of the block stun.<br />
* On hit the opponent is carried to the ground where the explosion pops them up for a significant amount of time.<br />
* Pressing 1S or holding 2S leap Gohan backwards before throwing the Ki bomb, pressing 3S or tapping 2S leap him forwards. <br />
* Can be regular and jump cancelled on ground impact.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_6M.png |caption=Dad's overhead<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead with Gohan's short reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_jL.png |caption=Demon Clan school of fighting<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Mini sword normal jL. <br />
* The hitbox extends well past the hurtbox and is placed low.<br />
* Good for double overheads, fuzzies and cross-ups. Decent air-to-air with forward momentum.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_jM.png |caption=Swangin'<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Range and active frames typical of a jL rather than a jM.<br />
* The hitbox extends lower than the visual would suggest.<br />
* Better at hitting opponents above Gohan than jL.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_jH.png |caption=Dad's dunk<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is on Smash hit.<br />
* Similar range to Gohan's other air normals.<br />
* The low reaching hitbox makes it a good button for air-to-ground, but it is difficult to use in cross ups or air-to-air.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Generic Ki blasts. The opponent can Super Dash through it and Reflect out of the block stun.<br />
* The fourth Ki blast pops the opponent up and back creating a small window for a follow up.<br />
* Produces enough hitstun to combo with j2S.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_j2H.png |caption=The Saiyan Standard<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Typical air launcher.<br />
* Stops all air momentum and raises Gohan up and forward slightly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_2S.png |caption=One per combo minimum<br />
|name=j.2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Downward Ki bomb that is treated like a generic Ki blast. The opponent can Super Dash through it and Reflect out of the block stun.<br />
* Faster start up than the ground version but the recovery can only be special cancelled. Projectile functions identically.<br />
* Pressing 1S or holding 2S leap backwards, pressing 3S or tapping 2S leap forwards.<br />
* Will inherit some of Gohan's air momentum.<br />
* Crucial for Teen Gohan's combos. Making good use of this will net you some of the highest damage in the game.<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=Thank you, grandpa<br />
|input=236L/M/H<br />
|name=5-Hit Combo<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A fast kick that covers roughly 40% of the screen.<br />
* On hit press L/M/H to follow up with side switching attacks.<br />
* 236L and L followups keep the opponent in place if they're on the ground and will raise them vertically if they're airborne.<br />
* L finisher sends the opponent behind Gohan and will wallbounce if they reach the corner.<br />
* Builds 75% meter when completed.<br />
* Safe on block (-5). At the very edge of its range Gohan's frame advantage is (-1).<br />
* Unscaled combo starter.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Gohan's pseudo-lariat covering 90% of the screen (thanks granddad).<br />
* On hit press L/M/H to follow up with side switching attacks.<br />
* 236M knocks the opponent away and M followups will launch them horizontally resulting in a weak wallbounce.<br />
* M finisher sends the opponent in front of Gohan and will wallbounce if they reach the corner.<br />
* Builds 75% meter when completed.<br />
** With proper timing 236M(L-M-L-M) will carry an opponent almost corner to corner. At closer ranges you can air dash and Dragon Rush for a sliding knockdown.<br />
** If Smash has been spent you can still follow up an M finisher in the corner with jL, jM or j236L if the hitstun decay is intermediate.<br />
** 236M(L-L-L-L) will combo with j2S for a Super Dash follow up midscreen.<br />
** The first hit will combo with 5L or 5M at short or long range if Gohan travels into the corner.<br />
* Only safe on block from long range, at the edge its (-1).<br />
* Will cross over crouching opponents on block, except for big bodies.<br />
* Unscaled combo starter.<br />
This version will side switch on hit if Gohan is pushing up against a small and crouching character outside the corner. Unlikely but be aware.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 236H also covers 90% of the screen. <br />
* On hit automatically performs all followups in rapid succession punctuated with an H finisher. <br />
* H followup will immediately end 236L/M with an H finisher.<br />
* H finisher sends the opponent in front of Gohan. Will cause a wallbounce anywhere on the stage if Smash is available, setting up for a Super Dash into a jH sliding knockdown.<br />
* Safe on block (-5), at the edge its (-1).<br />
* Scaled combo starter.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hold down L, M or H after the attack has started to continue kicking until landing. Performs 3 kicks at minimum.<br />
* Immediately interrupts Gohan's air movement for a split second, starting a fall, but maintains all horizontal momentum.<br />
* Will always do a final kick right before landing.<br />
* Very long landing recovery which can only be super cancelled. Will combo into both supers with intermediate hitstun decay.<br />
* Safe on block (-5) despite the recovery.<br />
* Scaled combo starter.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Gohan performs kicks for a fixed amount of time. If he touches the opponent a full barrage is triggered.<br />
* Imparts forward momentum equal to a forward jump during and after the animation.<br />
* On hit Gohan will not recover until landing.<br />
* Will produce a weak wallbounce with long hitstun anywhere on the stage if Smash is available, which can be followed up on the ground by: <br />
** 5L, 2L, 5M, 214L, and level 1 super in the corner. <br />
** 5S, 236L and level 1 super near the corner. <br />
** 236M and level 3 super midscreen.<br />
* On block will raise Gohan slightly. Recovers in time for a falling jL regardless of starting height.<br />
* Safe on block enough (-2) to jump out or backdash.<br />
* Unscaled combo starter.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Similar to the M version but with more damage and longer duration on hit, block and whiff.<br />
* Has the same forward trajectory as the M version.<br />
* Will cause a strong wallbounce with great knockback if Smash is available. Gohan recovers in the air setting up for a Super Dash into a jH sliding knockdown.<br />
* Plus on block (+2), jL will beat 6f jabs (but not 2H start up).<br />
* Unscaled combo starter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Super Dragon Flight</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=Beats perfection every time<br />
|input=214L/M/H<br />
|name=Super Dragon Flight<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Gohan's anti-air DP, invincible frame 1-10 to aerial attacks.<br />
* Because of its anti-air invincibility and fast start up it can punish small gaps that 2H can't. For e.g. SSJ Vegeta's 236M-Vanish or Teen Gohan's 5LL-j236M.<br />
* Can only be super cancelled.<br />
* Unscaled combo starter. Combine it with an assist or Vanish for decent combo damage.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Gohan's go-to DP, invincible frame 1-17.<br />
* A much larger, higher and further-forward reaching punch. Launches opponents much harder than 214L.<br />
* Can only be super cancelled.<br />
* Criminally underused.<br />
* Highly scaled combo starter.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A two-part DP attack, invincible frame 1-11.<br />
* If blocked or whiffed Gohan will not perform the uppercut but will still have to deal with a long recovery. Gohan also won't uppercut if Smash has already been used.<br />
* The first hit induces a uniquely prolonged stun state. The only way to make actual use of the stun is with a sparking empty Vanish.<br />
* On hit it can combo into level 1 and level 3 supers after landing.<br />
* Can only be super cancelled.<br />
* Highly scaled combo starter.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_SuperDragonFlight.png |caption=''"Daijoubu desu ka?"''<br />
|input=A1/A2<br />
|name=Super Dragon Flight<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Gohan's 214M in Assist form, a DP on demand. Invincible frame 5-22.<br />
* Gohan will only appear a short distance in front of the active character.<br />
* The assist version has less hit stun, the opponent will recover right after reaching the apex of their trajectory.<br />
* Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below.<br />
* Remember to keep blocking when calling it defensively, Gohan's invincibility doesn't shield your active character.<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= ''"What was I supposed to do again?"''<br />
|image2=DBFZ_TeenGohan_MotionlessKamehameha2.png |caption2= '''''"HAAAAAAAAAAAAAAAAA!!!"'''''<br />
|input=236L+M or 236H+S<br />
|name=Motionless Kamehameha<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Teen Gohan/Data|236HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invincible frame 9-20.<br />
* Minimum damage: 91*10 (910).<br />
* Drags the opponent down during the beam making it possible to chain into supers that are low to the ground.<br />
* Last hit launches the opponent.<br />
Gohan fires a Kamehameha diagonally upward. Because this can only be used at an angle and from the ground it requires specific paths to combo into.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Father-Son Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_TeenGohan_FatherSonKamehameha.png |caption='''''"GOHAN SPEND THE METER!"'''''<br />
|image2=DBFZ_TeenGohan_FatherSonKamehameha2.png |caption2=''"But, dad, what if my team nee-"''<br />
|image3=DBFZ_TeenGohan_FatherSonKamehamehaFullPower.png |caption3= '''''"NO! BIG DAMAGE GOHAN!"<br/> "BIG DAMAAAAAAAAAAAA-!!!"''''''<br />
|input=214L+M or 214H+S<br />
|name=Father-Son Kamehameha <br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Father-Son Kamehameha}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invincible frame 1-17.<br />
* Minimum damage: 87*20 (1740).<br />
* Good oki. Gohan can beat wake up 2H with a regular jump air attack.<br />
Hits full screen and has good vertical reach as well. Slower start up (13) than average so be careful about using it as a reversal.<br />
}}<br />
{{AttackVersion|name=Full Power|subtitle=Hold down any button on hit or clash}}<br />
{{#lsth:DBFZ/Teen Gohan/Data|214[HS]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 87*20, 55*20 (2840).<br />
* Not efficient but good for finishing opponents.<br />
* Will defeat level 3 projectile supers in clashes.<br />
* Weak oki. Gohan can maintain pressure at close range but nothing more.<br />
By spending 2 additional Ki Gauges you get an extension where Gohan unleashes all his power just like in the anime. Allows you to finish characters that you otherwise couldn't making it a valuable team and solo asset. <br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Teen Gohan/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Teen Gohan/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Gohan]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Fused_Zamasu&diff=130758DBFZ/Fused Zamasu2019-10-10T13:23:07Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Zamasu (Fused)<br />
|-<br />
||<br />
[[File:DBFZ_Zamasu_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Fused Zamasu/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run, Flight<br />
;Play-style<br />
: Vortex, Hit-and-Run<br />
;Team Role<br />
:Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
When Goku Black and Future Zamasu perform a Potara fusion, the two combine to form a dangerous villain that combines unlimited power with unending life. The combination of their bodies and powers also increases their egos in equal measure, as the fused Zamasu considers himself the ultimate god that will purge mortals from all of existence. Ironically, they would be stopped by the mortal who was the catalyst for the genocidal rampage in the first place.<br />
<br />
The Fused Zamasu graces ''Dragon Ball FighterZ'' with his presence, manifesting as a DLC character. Fused Zamasu possesses the unique ability to fly freely, giving him unparalleled mobility. This, combined with his devastating setups, absurd pressure capabilites and creative okizeme, ensures Zamasu will pass divine, absolute judgement on 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 />
* Flight grants both unique mobility and pressure thanks to fly/unfly mixups<br />
* Access to orbs allows for prolonged pressure<br />
* Blades of Judgment allow for extended combos in the corner and doesn't scale any combo afterwards, allowing for extremely high damage combos with enough meter<br />
* Versatile supers that can all be used in the air or on the ground.<br />
* Various deadly setups with orbs, Blades of Judgment, and assists<br />
* The only character with a solo tick throw setup, one that isn't too difficult to set up and is very strong when used correctly. This gives Zamasu another added layer to his pressure.<br />
* The most splendid immortal<br />
* Coolest hit sound effects<br />
* Cataclysmic damage potential capable with most assists<br />
| style="width: 50%;"|<br />
* Loses his Orbs whenever he's forced to block<br />
* Struggles against beams as his only beam-esque projectile is very slow<br />
* Has to manage his Smash very carefully to ensure good knockdown<br />
* Relies on assists to back him up as most of his specials are unsafe or slow<br />
* You'll start to have a god complex.<br />
|-<br />
|}<br />
{{#lst:DBFZ/Fused Zamasu/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_5L.png |caption=<br />
|image2=DBFZ_Zamasu_5LL.png |caption2=<br />
|image3=DBFZ_Zamasu_5LLL.png |caption3= NOW, HERE'S A GOOD EXAMPLE OF A FOOLISH NINGEN<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Short ranged and a frame slower than most jabs this size.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Advances forward slightly, but mostly just blockstring and combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. Utilizing Wall of Light, Zamasu is the only character in Season 2 who can solo tick throw.<br />
* Smash is a very very important resource for Fused Zamasu. You probably do not want to use this.<br />
* Quite difficult to recapture with this autocombo, especially versus smaller characters.<br />
* Is a command grab as of the last patch.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_5M.png |caption= He wasn't the first, neither was Goku Black<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Fused Zamasu/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Long range, but very punishable on whiff. <br />
* As Zamasu lacks a slide, this is his best advancing normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Fused Zamasu/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text= <br />
* Zamasu does a swinging midair kick that smashes, useful in pressure and combos.<br />
* Cancelling 5H into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_5S.png |caption=pew<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Fused Zamasu/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Combos into 236S reliably.<br />
* Whiffs on all crouchers, and versus small characters.<br />
* Can go over low high-priority beam attacks such as Goku's Kamehameha.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Fused Zamasu/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Slower than most low 2L's by 1f.<br />
* Can be chained twice.<br />
* Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_2M.png |caption= *lightsaber noises*<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Fused Zamasu/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly.<br />
* Has a smaller hitbox than it seems.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_2H.png |caption=Stop right there, <span style="text-decoration:line-through;">criminal scum</span> WRETCHED NINGENS!<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Fused Zamasu/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Small horizontal range.<br />
* Large spherical hitbox above Zamasu's head, but will not hit crossups.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Fused Zamasu/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_jL.png |caption=Third time's the charm.<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Downward angle makes it perfect for instant air dash mixups.<br />
* Allows for a double overhead after IAD j.M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Decently active and good range for air-to-airs.<br />
* Allows for a double IAD overhead in conjunction with j.L.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is on Smash hit.<br />
* Flight cancels allow for multiple overheads.<br />
* Deceptive horizontal reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_jS.png |caption=Codenamed "The Boi Blaster"<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can be repeated 3 times in total.<br />
* Basic lv. 1 projectile.<br />
* Completely resets your momentum, making you fall straight down afterward.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_j2H.png |caption=Shades of Frieza?<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is on Smash hit.<br />
* Spikes the opponent at a slightly more vertical angle than j.H.<br />
* Ground bounces grounded opponent, though can't be extended with Vanish.<br />
* Combos off of j.S.<br />
* Only normal that can be done while in flight.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Justice</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=Damn I look smooth<br />
|input=236L/M/H (Air OK)<br />
|name=Eternal Justice<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=j.L}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Air version starts up 1f FASTER than grounded version.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=j.M}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Important combo tool, gives a sliding knockdown. <br />
* Combos reliably after a 236S wallbounce.<br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Used for when you can't combo into M version, gives a sliding knockdown. <br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
-------<br />
* All versions keep dash momentum so you can 2366L/M/H to cover ground.<br />
* Press S on hit or block to trigger Heaven's Flash.<br />
** 236L > S keeps Zamasu in place.<br />
** 236M > S pushes him back.<br />
** 236H > S shoots him forward, going over the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Wall of Light</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_WallOfLight.png |caption=Look at my sparkling balls.<br />
|image2=DBFZ_Zamasu_WallOfLight2.png |caption2=Hands-free pressure<br />
|input=214L/M/H (Air OK)<br />
|name=Wall of Light<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=j.L}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Orbs hit on frame 126.<br />
* Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.<br />
5L > 5H > 236M right after the ending of this move will ensure lightning hits, extending the combo.<br />
Alternatively, IAD j.ML > land > 5L > slight delay 5LL (lightning hits) > slight delay 5LLL will result in a tick throw. It can also be a low if you use 2M instead of 5LLL, making a strong 50/50.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=j.M}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Orbs hit on frame 219.<br />
* Even slower than L version, useful for tricky mixups after an assist has been called.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Orbs will shoot out twice, first wave on frame 126, the second on frame 216.<br />
* Can allow for unique combo extensions, especially when used in conjunction with flight combos.<br />
-------<br />
* Freezes Zamasu in place while preserving (some of) his momentum.<br />
* The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.<br />
* Slow startup, important to have assists or distance before activation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Divine Order</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=Hold button to shoot projectile<br />
|input=236S (Air OK)<br />
|name=Divine Order<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged|rowspan=2}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|236S}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up. <br />
* Mostly combo filler, good for frametraps in blockstrings as well.<br />
* The blade's hitboxes can deflect Ki blasts.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Charged|rowspan=2}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|236[S]}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.236[S]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Shoots a projectile that clashes with beams and can not be superdashed through.<br />
* At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.<br />
* Does not allow for a standard combo afterwards, and is mostly for controlling space.<br />
* The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Heaven's Flash</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_HeavensFlash.png |caption=Marvel-style Flight, except you can block now.<br />
|input=214S (Air OK)<br />
|name=Heaven's Flash<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Buttons will now give you special attacks without having to manually input them.<br />
** L/M/H trigger the corresponding Eternal Justice. On hit or block, you can press S to flight again, resetting the flight duration.<br />
** 4L/M/H give Wall of Light, this also resets flight duration. Repeating L version will keep you flying indefinitely.<br />
** 1/2/3H cancel the flight into a downward j.2H.<br />
** S does j.S. Right before this move ends, you can still sneak in an extra attack in flight mode.<br />
** 6S gives Divine Order, this version can also be charged.<br />
** 4S cancels flight without attacking, leaving you vulnerable for 10 frames.<br />
* You can move around while doing attacks during flight, with the exception of Wall of Light freezing movement.<br />
* Attacking or blocking will end the flight.<br />
* Assists will not begin cooldown until your flight ends.<br />
* Grounded flight puts you at a set height in the air.<br />
* Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this.<br />
* Total flight lasts for 204f.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=''"You dare give orders to a god?"''<br />
|input=A1/A2<br />
|name=Divine Order<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Fused Zamasu/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can't be super-dashed through.<br />
* Only the projectile has hitboxes.<br />
* Leaves the opponent in a good amount of hitstun, allowing for easier followups<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Divine Wrath</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_DivineWrath.png |caption= ''"My power is great!"''<br />
|image2=DBFZ_Zamasu_DivineWrath2.png |caption2=SEINARU GEKIRIN<br />
|input=236L+M (Air OK)<br />
|name=Divine Wrath<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* On the way down the ball hits for 700, explosion does 400*3, 800.<br />
* Minimum damage is 210, 120*3, 240 (810)<br />
* Descending ball super. If done high enough, DHC'ing into a faster super allows for Frieza-esque extensions thanks to the long descent and explosion animation.<br />
* If you setup his Blades of Judgment super during a combo and input this immediately after, the lightning will catch as the ball ends, allowing for extension.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blades of Judgment</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_BladesOfJudgement.png |caption= You BETTER not make a Fate reference, bud.<br />
|image2=DBFZ_Zamasu_BladesOfJudgement2.png |caption2=You wish Piccolo's Hellzone Grenade was this good.<br />
|input=236H+S (Air OK)<br />
|name=Blades of Judgment<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The lasers obscure Zamasu significantly on the ground, allowing for ambiguous mixups while the opponent is locked down.<br />
* Worm holes disappear as soon as Zamasu tags out.<br />
* Each blade does 100 damage and ground bounces airborne opponent.<br />
* Each explosion does 350 damage and pops the opponent up.<br />
* Always shoots down at the same angle, activating Blades of Judgment at various heights on screen can yield different results and unique situations.<br />
* Mediocre and inconsistent damage, every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage.<br />
* Doesn't have a high minimum damage like other supers, and will inherit the scaling of the current combo.<br />
* In open space, can be comboed into by inputting 2H SD j.L j.M j.S 236H 236H+S. Quickly dash forward after activation so your opponent slides into the impact.<br />
* In the corner, can be comboed into alone with 2H M {{9}} M 236L vanish 236M.<br />
* Most assists can also combo into this super in the corner. Some need Divine Order, others need a 5H, and some require a smash.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Lightning of Absolution</font> ======<br />
{{MoveData<br />
|image=DBFZ_Zamasu_LightningOfAbsolution.png |caption=''"I shall bring the dawn of a new era to this world!"''<br />
|image2=DBFZ_Zamasu_LightningOfAbsolution2.png |caption2=''Thunderbolt and lightning'' <br> '''''VERY VERY FRIGHTENING ME!'''''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Lightning of Absolution<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Fused Zamasu/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage is 12, 280*6 (1692)<br />
* Zamasu's only invincible reversal.<br />
* Is quite slow for a Level 3 super.<br />
* Tracks the opponent anywhere on screen as long as they are in front of Zamasu.<br />
* Only provides mixups afterwards if done when Zamasu is on the ground and the opponent is high in the air.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Fused Zamasu/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Fused Zamasu/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Zamasu]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Videl&diff=130757DBFZ/Videl2019-10-10T13:22:50Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Videl<br />
|-<br />
||<br />
[[File:DBFZ_Videl_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Videl/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown, Mix-up<br />
;Team Role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
==Overview==<br />
The daughter of Mr. Satan, the world's champion that defeated Cell (in the eyes of the public). Introduced by being an annoyance when Gohan first came to Orange Star High School. Then she became more of an annoyance trying to find Great Saiyaman's identity. She found his identity and then blackmailed him into teaching her how to fly. Even with her new found knowledge of Ki, Spopovich ran a train on her in the Worlds Martial Arts Tournament, severely injuring her if it wasn't for Gohan's senzu bean. Later down the line, Videl and Gohan became lovers; getting married and having a child named Pan. Because of this, Videl has been benched off (as Toriyama does with many of the female characters and anyone not named Goku or Vegeta) to look after Pan, however her strength remains, and she is still able to pack a punch if the necessity arises against anyone who is much weaker than Yamcha.<br />
<br />
Videl jumps into ''Dragon Ball FighterZ'' as a DLC character to satisfy the people who were beating their meat to her when they were kids. With fast, rekka-styled moves, quick overheads, and her trusty companion, the ''GREAT SAIYAMAN'', who grants even more variety, she states herself as the rightful successor and greater martial artist than Mr. Satan himself!<br />
<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 />
* Can convert off of Level 1 when used w/o Smash, which can allow for some very powerful corner combos or setups.<br />
* Her Z-Reflect can dodge more attacks and perhaps cause some tricky setups if used right<br />
* Good mixup game off of her rekkas, as not only do they allow for pressure, but she can either cross up or get a command grab off of them.<br />
* Incredible pressure and reset situations off of sliding knockdowns, as she has many options that, while they do have counters, are very strong and can be hard to react to, making her pressure seem almost endless.<br />
* 6H is a incredible tool for combos, as it enables not only great corner combos that extend her damage tenfold, but also can give her corner-to-corner combos.<br />
* These corner-to-corner combos make Videl a constant threat, as any stray hit she gets can easily lead into a corner scenario, where she can force you to guess and play her game.<br />
* j.236M, similar to Yamcha's 214M, can cause sliding knockdown at any point, which gives Videl some strong vanish combos as she can get sliding knockdown after one.<br />
* Solid reversal option in 214S, as well as having a reversal super after a knockdown (hold H+S) that isn't too bad<br />
* Good assist, pops characters up in the air allowing for some good extensions<br />
* Pigtails Videl as an alt skin, because ArcSys fails to realize that pigtails are the truth<br />
* The ''GREAT SAIYAMAN'' helps her out with her S attacks! The hero of justice is so mighty, that his mighty kicks (Air S) can beat superdashes! Videl's counter, which summons and powers up the hero of justice, also gives decent options against pressure!<br />
| style="width: 50%;"|<br />
* Short range, and some of the moves that do move her forward are somewhat slow, especially 2M which can be reflected in blockstrings<br />
* Her 2H has terrible horizontal range. <br />
* Solo damage is a little lower than most characters. Videl needs corner to get a lot of her damage output, without it her damage is a little sub-par<br />
* Some of her pressure can be reflected easily, though this can be baited out it does somewhat hurt her pressure game. Because of this, she very much so relies on assists to keep her strings safe, which if she's left alone or assist are on cooldown, can very much make her struggle to get any pressure started.<br />
* Assist is a little slow to start up, which can make it a bit tricky to use in pressure<br />
* Videl's Z-Reflect being a dodge rather than a reflect has a lot of downsides, namely that it makes escaping pressure versus certain characters or assists extremely difficult, if not downright impossible. She basically has to hold a lot of setups as she cannot reflect them as easily as other characters, and while the dodge is invincible and has a sound effect and visual cue if an attack whiffs because of it, it's still easier to deal with than a reflect as all that happens is the attack whiffs.<br />
* Counter, while giving her a direct buff, costs 1 bar and therefore is a little risky to use, especially if it gets baited out. It also doesn't beat supers.<br />
* With Smash used, Videl's level 1 knocks the opponent straight up into the air, which can be a bit of a bad thing as it allows the opponent to escape the situation very easily in most cases. Because of this, her Level 1 can be somewhat troublesome for some characters to DHC into, especially because it knocks them straight up. This isn't too much of a problem, but still something to note.<br />
|-<br />
|}<br />
<br />
{{#lst:DBFZ/Videl/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_5L.png |caption=<br />
|image2=DBFZ_Videl_5LL.png |caption2=<br />
|image3=DBFZ_Videl_5LLL.png |caption3=On whiff<br />
|image4=DBFZ_Videl_5LLLHit.png |caption4=On hit<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Videl/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Has a high hitbox<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Videl/Data|5LL}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Videl/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Switches sides.<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_Videl_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5M}}<br />
{{#lsth:DBFZ/Videl/Data|5M}}<br />
{{!}}-<br />
{{AttackVersion|name=4MM}}<br />
{{#lsth:DBFZ/Videl/Data|4MM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be used twice in a string by inputting 4MM.<br />
<br />
One of Videl's better buttons. The fact that she can use 4MM to use it twice helps her a lot in terms of pressure and strings, as not only does it add on damage in the case of it hitting, but her 2M being as slow as it is means that 4MM gives her a bit of a replacement in some regards. It's also good for snagging characters out of the air higher than Videl, and is a prime button to combo into 6H with.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_5H.png |caption=Orochi!<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Uses up Videl's Smash<br />
*Wall bounces if Smash hasn't been used<br />
Videl does a tetsuzanko like Akira from Virtua Fighter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can be superdashed through<br />
* Can go through ki blasts<br />
Videl calls the Great Saiyaman to do a dashing punch.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
A godsend for Videl considering her slower than average 2M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text= <br />
* Moves Videl forward a bit. Somewhat slow.<br />
* When used in blockstrings, it is slow enough to be reflected or reversal'd. This might not happen every time, but is important to keep in mind<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_2H.png |caption=Tenko!<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Universal Anti-Air<br />
*Uses up Videl's Smash<br />
*Launches higher with more hitstun if Smash hasn't been used<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_2S.png |caption=<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Can be superdashed through<br />
Videl calls the Great Saiyaman to throw a level 1 ki blast. Synergizes well with assists to make approaches a breeze.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Universal overhead<br />
*Uses animation and hitboxes/hurtboxes of j.H<br />
It's an overhead. Can only be converted off of with an assist, meaty, or an airdash/vanish cancel in sparking.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_6H_1.png |caption=<br />
|image2=DBFZ_Videl_6H_2.png |caption2=<br />
|image3=DBFZ_Videl_6H_3.png |caption3=<br />
|input=Justice Combination<br />
|name=6H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|6H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A 3-hit combo normal. <br />
* The gaps inbetween each hit beat buttons, but lose to reflects and reversals.<br />
* Special-cancellable on every hit and 6M cancellable as well. <br />
* 6H(x) delay 6M will beat reflect<br />
Videl's command normal. Very useful for her grounded routes, as it allows her to not only have great corner carry but gives her a solid combo option that doesn't use up her Smash, which gives her potential to combo into her Level 1 and get extensions. It's not fantastic in blockstrings but can be good if you catch your opponent mashing light inbetween your strings. It can have some small use as a bait as it can cancel into the command grab, but you're better off using different strings if possible. Also has some use as a meaty of sorts, although this isn't as useful.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
This normal is surprisingly good and can even be used sometimes as an air to air to catch SuperDashes. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Placeholder.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*[] is on Smash hit<br />
*Deals below average damage for a j.H<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Cannot be superdashed through<br />
The Great Saiyaman does a divekick at about a 60 degree angle. Can be linked off of in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Uses up Videl's Smash<br />
*Launches higher with more hitstun if Smash hasn't been used<br />
*Can jump cancel<br />
*Does not change air momentum like other launching j.2Hs<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_j2S.png |caption= They freaked it<br />
|name=j.2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|j.2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Cannot be superdashed through<br />
The Great Saiyaman does a divekick straight down. Causes a ground bounce. Has a lot of use for sliding knockdown setups in the corner, as it will cover almost every single tech option if timed properly, and force the opponent in a blocking situation no matter what.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Videl Rush</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_236X.png |caption=236X<br />
|input=236L/M/H<br />
|name=Videl Rush<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Videl/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Videl/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Better to use than 236L because it goes farther, does more damage, and still combos from 6H.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Videl/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Placeholder<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Videl Rush Follow-ups</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_236XL.png |caption=236XL (People's Videlbow)<br />
|image2=DBFZ_Videl_236XLL.png |caption2=236XLL<br />
|image3=DBFZ_Videl_214S.png |caption3=236XLLL<br />
|image4=DBFZ_Videl_236XM.png |caption4=236XM<br />
|image5=DBFZ_Videl_214X.png |caption5= 236XH<br />
|input=Videl Rush > L/M/H<br />
|name=Videl Rush Follow-ups<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Videl/Data|236X > L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits overhead.<br />
* Doesn't have Head property, cannot be Anti-air'd.<br />
Videl does an elbow drop. Because it's an overhead (that must be blocked standing), it forms a good mixup between it and her 214X moves (which have to be crouched).<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=LL}}<br />
{{#lsth:DBFZ/Videl/Data|236X > LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Last attack that doesn't use Smash in the series.<br />
* Multihit, easy to call assists and extend combos.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=LLL}}<br />
{{#lsth:DBFZ/Videl/Data|236X > LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Consumes Smash.<br />
* Wallbounces on hit.<br />
* Causes Videl to go into a landing animation, even if she combos afterwards<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Videl/Data|236X > M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 22M, but mid rekka.<br />
Command cross up from rekkas, uses Smash.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Videl/Data|236X > H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 214H, but mid rekka.<br />
* Cannot hit crouching opponents.<br />
Command grab from rekkas, uses Smash.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Videl Rush</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_236X.png |caption= <br />
|image2=DBFZ_Videl_236XL.png |caption2= The OTHER people's Videlbow.<br />
|input=j.236L/M/H<br />
|name=Air Videl Rush<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Videl/Data|j.236L}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Videl/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Results in sliding knockdown on it's first use in a combo.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Videl/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Results in sliding knockdown on it's first use in a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Frankensteiner</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_214X.png |caption=Both sides of Cammy: the Divekick and the Throw<br />
|image2=DBFZ_Videl_214X_2.png |caption2="God I wish that were me"<br />
|input=214L/M/H (Air OK)<br />
|name=Frankensteiner<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Videl/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=j.L}}<br />
{{#lsth:DBFZ/Videl/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Videl's command grab. <br />
* Results in a sliding knockdown<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Videl/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=j.M}}<br />
{{#lsth:DBFZ/Videl/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Tap M for a sliding knock down, hold M for Videl to throw the opponent outwards<br />
* Can combo off held version if the opponent its thrown into the corner or vanish is used<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Videl/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/Videl/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The Great Saiyaman comes out and bumps the opponent back to Videl, allowing for a combo. Hold the button for the Great Sayiaman to not come out.<br />
<hr><br />
*All versions whiff crouchers<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Moonsault Kick</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_236XM.png |caption=No one blocks this<br />
|input=22L/M/H (Air OK)<br />
|name=Moonsault Kick<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Videl/Data|22L}}<br />
{{!}}-<br />
{{AttackVersion|name=j.L}}<br />
{{#lsth:DBFZ/Videl/Data|j.22L}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Videl/Data|22M}}<br />
{{!}}-<br />
{{AttackVersion|name=j.M}}<br />
{{#lsth:DBFZ/Videl/Data|j.22M}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Videl/Data|22H}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/Videl/Data|j.22H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*All version cross up on the opponent.<br />
*M and H versions use smash on hit to create a ground bounce (or wallbounce if opponent is launched into a corner)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Eagle</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_214S.png |caption= RISING JAGGA<br />
|input=214S<br />
|name=Rising Eagle<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|214S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Fully invincible from frame 1<br />
<br />
Videl's go-to reversal, as it is meterless and invincible frame 1. She can get SKD off of vanish if it connects so this is very easy to confirm into a good situation for Videl, and can be used in blockstrings with very small gaps to catch your opponent, but like most DPs it can be safejumped and/or baited out easily, so try not to go too crazy with it.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Videl_236X.png |caption=<br />
|input=A1/A2<br />
|name=Videl Rush<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Goes about as far as Bardock's assist<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Rainbow Storm</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_236LM.png |caption=<br />
|image2=DBFZ_Videl_236LM_2.png |caption2= FLASH KICK!<br />
|input=236L+M<br />
|name=Rainbow Storm<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 1 Ki Gauge.<br />
* Minimum damage: 120, 555.<br />
* Can be followed up with j.2S > DR or j.2S > SuperDash if Smash hasn't been used<br />
* If Smash has been used, Videl can cancel the end of this super on hit into anything.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Defender of Love & Justice, Great Saiyaman!</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_236HS1.png |caption= Counter animation<br />
|image2=DBFZ_Videl_236HS2.png |caption2= <br />
|image3=DBFZ_Videl_236HS3.png |caption3= I'd say those two hours of practice last night just paid off!<br />
|input=236H+S<br />
|name=Defender of Love & Justice, Great Saiyaman!<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Counter}}<br />
{{#lsth:DBFZ/Videl/Data|236HS Counter}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lsth:DBFZ/Videl/Data|236HS Attack}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 1 Ki Gauge.<br />
* Counter super where Videl poses. If succesful, '''the Great Saiyaman''' appears for a straight attack downward.<br />
* During the first time the attack is used, the '''Great Saiyaman''' shall perform his tradmark heroic pose, which gives him a damage increase on all of his attacks (5S, 2S, etc). This only happens if the full animation played out. - DHCing before the animation plays out will not give him the buff.<br />
* Can be Z-Changed, as soon as the Great Saiyaman comes down onto the opponent. <br />
* After activating the power up once, the animation will no longer play, allowing for easier Z-Changes<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Justice Rush</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_214LM1.png |caption=<br />
|image2=DBFZ_Videl_214LM2.png |caption2= OTP<br />
|input=214L+M or 214H+S<br />
|name=Justice Rush<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|214HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 3 Ki Gauges<br />
* Fully invincible on startup<br />
* Ends with a hard knockdown<br />
* Minimum damage: 1604 [1711].<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Justice Revenge</font> ======<br />
{{MoveData<br />
|image=DBFZ_Videl_Wakeup.png |caption=<br />
|image2=DBFZ_Videl_Wakeup2.png |caption2= They've made literally every possible excuse to make sure every character has a Kamehameha.<br />
|input=Hold down H+S while knocked down<br />
|name=Justice Revenge<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Videl/Data|Knocked Down > [HS]}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 3 Ki Gauges.<br />
* Invulnerable during startup.<br />
* Causes hard knockdown on hit.<br />
<br />
Better than Frieza's, but you have better reversal options. It does good damage, but you probably won't use this one too much unless you're against a button happy opponent who may not be totally ready for it. You don't really get oki off it, so it's really just used as a last resort of sorts.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Videl/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Videl/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Videl]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Android_16&diff=130755DBFZ/Android 162019-10-10T13:20:50Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Android 16<br />
|-<br />
||<br />
[[File:DBFZ_Android16_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Android 16/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Grappler<br />
;Team Role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Originally created by Dr. Gero for the express purpose of killing Goku, Android 16 would go on to become his ally instead during Cell's rampage. Developing a fondness for nature and animals, he would fight to protect the birds and the forests from Cell. He was destroyed, but not before playing a part in helping Gohan awaken to the state of Super Saiyan 2 before Cell snuffed him out.<br />
<br />
In ''Dragon Ball FighterZ'', Android 16 is a grappler who can break through his opponents' defenses with powerful command grabs. If he can get close enough to get his hands on his foes, he can deal a lot of damage. Combined with his long reaching normals, good air projectile, armored launcher and strong framedata, many argue that Android 16 is the strongest character in the game, only lacking a proper beam and an invincible reversal, which are not that common meterless.<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 />
* Long reaching, easy to confirm normals.<br />
* Good meterless / assist-less damage output. Makes him a character that's solid in any position in nearly any team comp.<br />
* Has a very useful assist both for extending combos and blockstrings.<br />
* Strong + on block special move.<br />
* Not as limited movement-wise as you'd expect from a grappler his size. Benefits from system mechanics for his archetype.<br />
* Can easily create 50/50 mixups and okizeme with his moves, including whiffing his air throw depending on opponent's position and version used.<br />
* "Hello, I am Android 16. I am hilarious and you wil- BIRDS BIRDS BIRDS '''GOKU"'''<br />
| style="width: 50%;"|<br />
* Has a large hurtbox due to his big size.<br />
* Lacks a better horizontal projectile attack, making his far-ranged neutral lacking.<br />
* Builds extremely low amounts of meter compared to other characters.<br />
* His level 3 is a command grab, which can be avoided by jumping, making it less useful as a reversal option than other level 3s.<br />
* Not many effective true blockstrings; requires heavy conditioning.<br />
* Has almost no ability to happy birthday opponents, requiring more effort vs. a single character with him to finish matches.<br />
|-<br />
|}<br />
{{#lst:DBFZ/Android 16/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_5L.png |caption=Punch!<br />
|image2=DBFZ_Android16_5LL.png |caption2=Then bash!<br />
|image3=DBFZ_Android16_5LLL.png |caption3=Then toss 'em in the trash!<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Android 16/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Android 16's fastest standing normal. Useful for punishes.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Android 16/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Range isn't that great and fairly punishable on whiff.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Android 16/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sides switch on hit.<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.<br />
* Can be followed up by Flying Power Bomb or Super Dash into a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_5M.png |caption=Almost an Esports Normal. Shame.<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 16/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Ground bounces aerial enemies.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_5H.png |caption=And bash em in s'more!<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 16/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text= <br />
* Has armor against high and mid strikes, loses to lows.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_5S.png |caption=The Gunshow<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 16/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Mash or hold S to get the second hit to come out.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_2L.png |caption=Punchin' ya knees<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 16/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_2M.png |caption=Sweepin' ya legs<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 16/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_2H.png |caption=Take to the skies<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 16/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has armor against physical attacks.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_6M.png |caption="Acquiring birds..."<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 16/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_jL.png |caption=A fist to the face<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 16/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_jM.png |caption=A boot to the head<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 16/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_jH.png |caption=Fly like a bird<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 16/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Not an overhead.<br />
* Has armor against physical attacks.<br />
Almost identical to 5H. Normal version can combo into j.214L at the right height, Smash version gives a small wallbounce that can only be followed up with Super Dash outside of the corner.<br />
<br />
Dynamic version of this move (mashing L autocombo) gives a big wallbounce everywhere on screen and can be followed up with j.236M with strict timing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_jS.png |caption=Aerial Gunshow<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 16/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Mash or hold S to get the second hit to come out.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_j2H.png |caption=FOOTDIVE!<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 16/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Finally an overhead.<br />
* Does NOT have armor.<br />
* Smash on air-to-air hit, results in a short sliding knockdown.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Dynamite Driver</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_DynamiteDriver.png |caption=RIP blender, you will be missed<br />
|input=236L/M/H<br />
|name=Dynamite Driver<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Android 16/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Stands still and reaches forward as a command grab.<br />
* Results in a short sliding knockdown.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Android 16/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Lunges forward after a few frames of startup. Covers 75% of the screen.<br />
* Smash hit throws the opponent into the wall resulting in a wallbounce. Can be easily be followed up by 214M everywhere on screen, or combo into Super Dash in the corner.<br />
* Non-Smash hit results in short sliding knockdown.<br />
* Deflects Ki blasts until the grab box comes out.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Android 16/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Almost identical to M version but comes out much faster. Covers 85% of the screen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gliding Powerbomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_FlyingSlidePowerbomb.png |caption=COME ON AND SLAM!<br />
|image2=DBFZ_Android16_FlyingPowerbomb2.png |caption2=AND WELCOME TO THE JAM!<br />
|input=j.236L/M/H<br />
|name=Gliding Powerbomb<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Android 16/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Is the easiest version to combo into due to it having the least startup.<br />
* Similar to the grounded version that he does not move during the grab.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Android 16/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Lunges forward after a few frames of startup. Covers 65% of the screen. <br />
* Smash hit automatically follows up with a wall bounce throw.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Android 16/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Almost identical to M version but has little startup frames.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Flying Powerbomb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_FlyingPowerbomb.png |caption=I MUST HUG THE BIRDS<br />
|image2=DBFZ_Android16_FlyingPowerbomb2.png |caption2=DUNKING SON GOKU<br />
|input=214L/M/H (air OK)<br />
|name=Flying Powerbomb<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/Android 16/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/Android 16/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Lunges at a more vertical angle.<br />
* Upper body invulnerable on startup for anti-airing jump ins.<br />
* Interestingly enough, combos from a lot of DP assists.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/Android 16/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/Android 16/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Lunges at a more horizontal angle than the L version. Covers 65% of the screen.<br />
* Has a few frames of startup.<br />
* Upper body invulnerable on startup for anti-airing jump ins.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/Android 16/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/Android 16/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version has a launching hitbox. Can be used as a pseudo reversal.<br />
* Covers 75% of the screen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hell Heat</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_HellHeat.png |caption=Vegans HATE Him: Local Android Discovers Meatiest Move Ever?<br />
|input=236S or 214S<br />
|name=Hell Heat<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=236S}}<br />
{{#lsth:DBFZ/Android 16/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=214S}}<br />
{{#lsth:DBFZ/Android 16/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 236S shoots forward, 214S shoots directly underneath him.<br />
* Despite clashing with typical beams and having a high amount of hits, both versions' ability to ''cancel out'' beams is very inconsistent.<br />
* Both versions do very high chip damage if blocked.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Android16_HellHeat.png |caption=Hell 2 U<br />
|input=A1/A2<br />
|name=Hell Heat<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 16/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Keeps grounded opponent standing, but can be used as a launcher for some combos.<br />
An incredibly versitile assist. It covers most of the screen and puts the opponent in moderate blockstun. Because of this, it's a very good neutral option because the opponent is forced to block or face a hard punish, allowing you to start your point characters pressure. The nature of the assist sending opponents upwards also makes it very easy to connect during combos.<br />
<br />
Hell's Heat is good during clashes. Against most other assists in the game, it will usually win with its speed and priority.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Hell Flash</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_HellFlash.png |caption=Ironically, he's still armed<br />
|input=236L+M or 236H+S (Air OK)<br />
|name=Hell Flash<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 16/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 16/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Does less damage if 16 is higher up. [] is on far hit.<br />
* Minimum damage is 99*8 [96*8].<br />
* Causes sliding knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hell Flash Maximum Output</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android16_HellFlashFullPower.png |caption="Do you see a light? WALK TOWARDS IT!"<br />
|input=214L+M <br />
|name=Hell Flash Maximum Output<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 16/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 3 Ki Gauges.<br />
* 1716 minimum damage.<br />
16's high damage combo ender. Rather easy to tag into as long as the opponent is close to the ground. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Last Resort</font>======<br />
{{MoveData<br />
|image=DBFZ_Android16_FinalPower.png |caption=''"You cannot talk your way out of this one, Cell. MY COUNTDOWN HAS STARTED!"''<br />
|image2=DBFZ_Android16_FinalPower2.png |caption2=''"Also, I call dibs. If I cannot kill Goku, '''Nobody will kill Goku'''! '''FOR THE BIIIIIIIIIIIRDS~!!!'''"''<br />
|input=214H+S <br />
|name=Last Resort<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 16/Data|214HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 3 Ki Gauges.<br />
* On hit, instantly kills the opponent and leaves Android 16 with 1 HP.<br />
* Damage dealt to Android 16 is blue health and can be healed with Sparking or tagging out. <br />
* Autoguards before the super freeze, invulnerable through the rest of the animation.<br />
* Can only be used once per match, excluding whiffs.<br />
* Only catches grounded opponents.<br />
* Good for the memes and for punishing certain raw supers on the ground. Don't bother otherwise.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Android 16/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Android 16/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Android 16]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Android_17&diff=130754DBFZ/Android 172019-10-10T13:20:32Z<p>67.186.80.30: </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 />
{{#lsth:DBFZ/Android 17/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Wall Jump, Dash Type: Run<br />
;Play-style<br />
:Rushdown, Rekka<br />
;Team Role<br />
:Point<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 />
* High-costing and VERY high-rewarding combos/mixups.<br />
* 1 Frame Reversal Super<br />
* Extendable sparking loops in the corner.<br />
* Always follows the doctors orders.<br />
| style="width: 50%;"|<br />
* More technical than other characters, which requires a higher level of execution and solid conditioning for his offensive tactics.<br />
* Most of his normals are mostly poor in range.<br />
* His only projectile that cannot be super dashed through requires a charge, leaving him with an undesirable ranged game.<br />
*Has a mild ringing in his ears sometimes.<br />
|-<br />
|}<br />
{{#lst:DBFZ/Android 17/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Android 17/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Basic jab with very poor range<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Android 17/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Android 17/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A17 Lunges forward and strikes with both his fists.<br />
* Is considered airborne during this move.<br />
* Will track down the opponent's direction during the jump, so vanishing is not a counter option<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Mash or hold S to shoot all 6 Ki blasts.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Incredibly short range for a 2M, however pushes 17 forward slightly to make up for it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_2H.png |caption=DO THE MARIO<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|3H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can be followed up by 2H/5H.<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
* 17's farthest reaching normal.<br />
* Hits at round start range.<br />
* Can be followed by other heavy attacks or 5S<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Typical combo ender.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Mash or hold S to do all 3 hits.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
==Specials==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Android 17/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Android 17/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Covers a lot more range.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Android 17/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Android 17/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Android 17/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Android 17/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* All M followups deal more damage and have more range than L version, with the extended range varies between moves.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Top Gear|subtitle=5L/M|rowspan=2}}<br />
{{#lsth:DBFZ/Android 17/Data|236X > 5L}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|236X > 5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Important points go here.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Second Gear|subtitle=6L/M|rowspan=2}}<br />
{{#lsth:DBFZ/Android 17/Data|236X > 6L}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|236X > 6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Despite being an overhead attack, it doesn't have head property.<br />
* Has an abhorring 60% initial proration, whereas other rekka moves have 70% when used as a combo starter.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Low Gear|subtitle=2L/M|rowspan=2}}<br />
{{#lsth:DBFZ/Android 17/Data|236X > 2L}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|236X > 2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Important points go here.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Fake Out|subtitle=4L/M|rowspan=2}}<br />
{{#lsth:DBFZ/Android 17/Data|236X > 4L}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|236X > 4M}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=Reverse Gear|subtitle=5H/S|rowspan=2}}<br />
{{#lsth:DBFZ/Android 17/Data|236X > 5H}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|236X > 5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The followup Ki blast isn't automatic; and the user has to press a button to trigger it.<br />
* S version can only cancel to the Ki blast after absorbing a hit. Gains 25% Ki gauge each hit absorbed.<br />
* H version can freely be cancelled in to its Ki blast before it enters recovery. Doesn't gain meters from successful block.<br />
* Ki-blast flows freely into rekka, especially the M version, causes a wallbounce and is fully invulnerable during its animation.<br />
* Absorbing hits 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 />
{{!}}-<br />
{{AttackVersion|name=Acrobatic Assault|subtitle=6S or 4S|rowspan=2}}<br />
{{#lsth:DBFZ/Android 17/Data|236X > 6S}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|236X > 4S}}<br />
{{!}}-<br />
{{AttackVersion|name=Power Blitz Charge|subtitle=2S}}<br />
{{#lsth:DBFZ/Android 17/Data|236X > 2S}}<br />
{{!}}-<br />
{{AttackVersion|name=Power Blitz|subtitle=2S after Charge}}<br />
{{#lsth:DBFZ/Android 17/Data|236X > 2S Shot}}<br />
{{!}}-<br />
{{Description|8|text=<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 Yodel*<br />
|input=236S or 214S (Air OK)<br />
|name=Acrobatic Assault<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=236S}}<br />
{{#lsth:DBFZ/Android 17/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236S}}<br />
{{#lsth:DBFZ/Android 17/Data|j.236S}}<br />
{{!}}-<br />
{{AttackVersion|name=214S}}<br />
{{#lsth:DBFZ/Android 17/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=j.214S}}<br />
{{#lsth:DBFZ/Android 17/Data|j.214S}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
* Vanish is the only move that can possibly mixup and cancel the landing recovery.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|22S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Both of 17's hands have hitboxes during the initial portion of the charging animation.<br />
* If it does hit, the strike will launch the enemy in the air (just like Teen Gohan's 5LL), which can be followed up by his Barrier Explosion or extend it into a combo.<br />
* 17 does not have necessarily to execute the full animation to charge his attack.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Power Blitz</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Android 17_PowerBlitz.png<br />
|caption= I miss Budokai...<br />
|input=22S after Charge (Air OK)<br />
|name=Power Blitz<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 17/Data|22S Shot}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 17/Data|j.22S Shot}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Guaranteed sliding knockdown.<br />
* First ball arcs up while the second goes diagonally down.<br />
* 17 must shoot at least one projectile to lose the Power Blitz Charge. Should the opponent interrupt him at an earlier point, he keeps the charge.<br />
* in the air, after shooting the projectiles, A17 descends to the ground at high speed, similar to A. Gohan's 22S.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Android17_ReverseGear.png |caption=Block 'em, then Pop 'em<br />
|input=A1/A2<br />
|name=Reverse Gear<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Attack does not wallbounce.<br />
* Pretty similar to android 18's barrier, though the ki blast after the barrier can be punished if timed wrong.<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 />
====== <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<br />
|name=Endgame<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 17/Data|236LM}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
* Minimum damage 891. Non-cinematic version has minimum damage 708<br />
* Slow startup so Sliding Knockdown pickup is hard in some cases<br />
<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=236H+S (Air OK)<br />
|name=Barrier Explosion<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 17/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 17/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 17 covers himself in a barrier and rushes forward the opponent, covering all the screen.<br />
* The ground version corrects 17's position and puts him in the same height as his opponent.<br />
* Fully invulnerable from frame 1.<br />
* This is 17's DHC Super.<br />
* Minimum damage 817. Non-cinematic version has minimum damage 708.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 17/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 17/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
==Navigation==<br />
{{#lsth:DBFZ/Android 17/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Android 17/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Android 17]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Android_18&diff=130753DBFZ/Android 182019-10-10T13:19:27Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Android 18<br />
|-<br />
||<br />
[[File:DBFZ_Android18_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Android 18/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Pressure, Mixup<br />
;Team Role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Abducted by the twisted Red Ribbon scientist Dr Gero, the young twins Lapis and Lazuli were forcibly modified into cyborgs, going by the serial numbers Android 17 and Android 18. The two were given a single task by Gero: Kill Son Goku. Although they betrayed (and killed) their creator, they continued in this task of their own volition, only for their task to be cut short by a greater threat in the form of Cell, who absorbed the two cyborgs to attain perfection. After Cell was defeated, both androids would be restored and reformed, with Android 18 marrying Krillin while Android 17 became a park ranger.<br />
<br />
In ''Dragon Ball FighterZ'', Android 18 uses a combination of mix-ups, pressure, and assist attacks from Android 17 to overwhelm her opponents and open them up to further damage.<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 />
* Great oki and damage in the corner with Support Attack.<br />
* Powerful offense with several good lockdown and mixup options.<br />
* Best Level 3 in the game.<br />
* Uses Level 3 with best boy Krillin.<br />
| style="width: 50%;"|<br />
* Most normals have short range.<br />
* Her own assist does not deal damage and loses to patience, but has a few good uses.<br />
* Poor defensive options and linear neutral game forces her to keep on the defense.<br />
* Without assists has a very poor neutral.<br />
|-<br />
|}<br />
{{#lst:DBFZ/Android 18/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_5L.png |caption=A kick to the shin<br />
|image2=DBFZ_Android18_5LL.png |caption2=A palm to the face!<br />
|image3=DBFZ_Android18_5LLL.png |caption3=Hyes!<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Android 18/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Standing low, great for pressure. One of the few 5L that can't be repeated.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Android 18/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Moves foward after 5L to stay close, decent filler in pressure.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Android 18/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Knee that moves her forward.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 18/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Moves her forward with a running elbow. A decent normal to close some space.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_5H.png |caption=The Saiyan Arm-Breaker<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 18/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Moves forward and does a roundhouse. Follows into super dash so it's pretty good on hit or a delay gatling. Especially in corner to setup j.214M oki off soft knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 18/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Basic, horizontal kiblast. Can be repeated up to 5 times. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_2L.png |caption= No wonder 18 has such stubby normals, she doesn't wanna tear her skirt!<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 18/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Crouches and kicks at their feet. A good normal for abare and pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 18/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Slides if done out of dash.<br />
Sweeps at their feet. Similar to Goku's, a generic but good low starter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 18/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Anti air that kicks upwards. Leaves her airborne so her followups are less than stellar. Has head invulnerable like any other 2H, use well.<br />
Mainly used for 2H properties to anti-air or for 2H > j.214M for combos on the ground. Can be made safe on block with j.214L.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_2S.png |caption=Ky's TK Stun Edge<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 18/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jumps into the air first, then fires.<br />
* 18's movement is stopped while firing.<br />
* Plus on hit allowing for reseting blockstrings however it can be super dashed though and has a lot of startup. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 18/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Standard universal overhead strike. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 18/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Jumping jab. Useful for air to air pressure or jumping in pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_jM.png |caption= 18 must be great at hurdles, huh.<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 18/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hitboxes on both legs.<br />
Split kick jumping normal. One of her best buttons. Can cross up with IAD for a good mixup, and solid jumping normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 18/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 18 does a double handed overhead strike. Good for an instant overdash overhead opener or for pressure on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 18/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A ki blast at a sharp angle below 18.<br />
* Stops 18's movement while firing.<br />
Seems mostly useful for pressure or combo fodder. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_j2H.png |caption=Local Squirrel Girl's j.B robbed: culprit at large.<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 18/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Good air to air normal since it hits above her. Also stalls her air momentum.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Back Grapple</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_BackGrab.png |caption= ''"Hey, who has two broken arms and is a total bitch? This guy~"''<br />
|input=236L/M/H<br />
|name=Back Grapple<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Android 18/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* All versions switch sides,<br />
* Stomps opponent into a sliding knockdown.<br />
* Cannot vanish for extension.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Android 18/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Throws opponent to 17, who then knocks them into a sliding knockdown.<br />
* Hold M to prevent 17 from attacking. 17 also won't come out if he was used recently.<br />
* Hold version will wall bounces if thrown at the corner.<br />
* Non-Smash version stomps into sliding knockdown like L version.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Android 18/Data|236H<br />
}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Throws opponent to 17, who then launches them upward.<br />
* Can be followed with a super dash.<br />
* Hold H also prevents 17 from coming out. This version can be vanished for extension.<br />
* Non-Smash version stomps into sliding knockdown like L version.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Support Attack</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_SupportAttack1.png |caption="Handle it."<br />
|input=214L/M/H/S (Air OK)<br />
|name=Support Attack<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 18 fixes her hair while 17 does the work.<br />
* Different buttons correspond to different actions 17 take.<br />
* Regardless of version, 17 will retreat if 18 gets hit or tags out.<br />
}}<br />
}}<br />
{{MoveData<br />
|image=DBFZ_Android18_SupportAttack2.png |caption=Ground and Air L version<br />
|name= <br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=214L}}<br />
{{#lsth:DBFZ/Android 18/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Does a knee strike to the opponent. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.214L}}<br />
{{#lsth:DBFZ/Android 18/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Does a launching kick.<br />
}}<br />
}}<br />
{{MoveData<br />
|image=DBFZ_Android18_SupportAttack3.png |caption=Ground and Air M version<br />
|name= <br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=214M}}<br />
{{#lsth:DBFZ/Android 18/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Startup for 2nd attack is reduced if 1st connects.<br />
* 3rd attack only comes out if the 2nd hits.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.214M}}<br />
{{#lsth:DBFZ/Android 18/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 17 appears in the air, falls closer to the ground and does a 2 hit string on the opponent.<br />
* Additional startup frames based on altitude, minimum of 23 frames.<br />
* Has Head attribute.<br />
* Primarily used for oki off 5H > SD > j.LLL > j.214M(oki) and from j.H sliding knockdown.<br />
}}<br />
}}<br />
{{MoveData<br />
|image=DBFZ_Android18_SupportAttack5.png |caption=''"If anyone tries to help him, I will personally introduce you to the ground. And trust me, your relationship... will be intimate."''<br />
|name= <br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=214H}}<br />
{{#lsth:DBFZ/Android 18/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=j.214H}}<br />
{{#lsth:DBFZ/Android 18/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Strikes a devastating conversation.<br />
* Stays on screen for slightly longer than 5 seconds, and is ''fully invulnerable'' during the TED talk.<br />
* Teleports above the opponent and fires an Energy Wave the moment they call assists, tags in, guard cancels, or DHC.<br />
* Unlike other versions, 18 can cancel this move into any other Support Attacks, or Back Grapples with 17.<br />
* Deals unrecoverable damage like other EX moves.<br />
}}<br />
}}<br />
{{MoveData<br />
|image=DBFZ_Android18_SupportAttack4.png |caption=Ground and Air S version<br />
|name= <br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=214S}}<br />
{{#lsth:DBFZ/Android 18/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Appears behind 18 on the ground and fires 3 horizontal ki blasts.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.214S}}<br />
{{#lsth:DBFZ/Android 18/Data|j.214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 17 appears and does barrier.<br />
* Barrier is active from frames 32 to 65.<br />
* Blocks hits for 18 and any of her assists. Doesn't stop throws and supers.<br />
* Gains 25% Ki gauge each hit absorbed.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Destructo-Disc</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_DestructoDisc.png |caption=You hang around Krillin for seven years, you pick up a few tricks.<br />
|input=236S<br />
|name=Destructo-Disc<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 18/Data|236S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 18 throws out a destructo-disc. The arc of the disc can be adjusted by holding a directional button. Durability is high enough to compete with beams.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Barrier</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_Barrier.png |caption= ''*Sonic Shield Bong SFX*''<br />
|input=22S (Air OK)<br />
|name=Barrier<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 18/Data|22S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Absorbs all strikes and projectiles. Loses to throws and supers.<br />
* Also blocks hits for assists.<br />
* Active from frames 4 to 41(?) and longer if a move hits it.<br />
* Successful absorb extends active frames and can be canceled into supers with L+M, H+S.<br />
* Gains 25% Ki gauge each hit absorbed.<br />
* if Guard Cancel hits the shield they cannot act until they hit the ground<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Android18_Barrier.png |caption=''"I heard you already!"''<br />
|input=A1/A2<br />
|name=Barrier<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 18/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Gains 25% Ki gauge each hit absorbed.<br />
* Shows up in front of the point character.<br />
* Absorbs hits for both the point character and any other assists.<br />
* The barrier WON'T cover for you if you aren't inside it. Staying around the edge and attacks with large coverage will go right through 18 directly to you.<br />
* if Guard Cancel hits the shield they cannot act until they hit the ground<br />
Android 18's assist is her barrier special that defends against incoming attacks. It can be a more situational assist but it's ability to defend your point character from ranged attacks like beams can be pretty useful for setup characters like Beerus and Nappa to allow them to safely set up.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Energy Wave</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_EnergyWave.png |caption=''"I'm taking this perfume."''<br />
|input=236L+M or 236H+S (Air OK)<br />
|name=Energy Wave<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 18/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 18/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 1 bar.<br />
* Minimum damage: 44*10, 54*7 (818)<br />
* Teleports forward about half screen, firing a beam down. Always moves upward unless the opponent is in range.<br />
* When in range:<br />
** During combo: 18 tracks the opponent's current location and beams them down.<br />
** Outside of combo (raw): Will teleport to their current X coordinate and slightly above the ground. Does not track vertically.<br />
* 18 recovers before she has fallen halfway.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Accel Dance</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android18_AccelDance.png |caption= ''"Let's do this, 17!"'' <br />
|input=214L+M or 214H+S (Air OK) <br />
|name=Accel Dance<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 18/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 18/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 3 bars.<br />
* Invulnerable from frames 1 to 23.<br />
* 1718 minimum damage.<br />
* If Krillin is on your team, 18 will perform the super with Krillin instead of Android 17.<br />
* Can pick up multiple characters, meaning you can punish a poorly called assist character along with the character on point.<br />
* Drops in the perfect range to summon medium 17 for Oki<br />
Invincible startup super. Reaches about 3/4ths screen distance, and can connect after almost any combo leaving the opponent in front of 18. Most of the damage is done during the last part, meaning the opponent can recover a fair chunk of blue life if Sparking Blast is active. <br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Android 18/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Android 18/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Android 18]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Android_21&diff=130752DBFZ/Android 212019-10-10T13:18:56Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Android 21<br />
|-<br />
||<br />
[[File:DBFZ_Android21_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Android 21/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Mimic<br />
;Team Role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
A mysterious new Android who is somehow connected to Android 16. In her default form, she's a young woman with long, bushy hair, who wears glasses and is supposedly as smart as Dr. Gero, perhaps even more so, and her transformed state being similar to that of Majin Buu, with the ability to turn others into sweets, and an insatiable hunger. She acts as the primary antagonist in the ''Dragon Ball FighterZ'' story mode.<br />
<br />
In ''Dragon Ball FighterZ'', Android 21 is unique for her ability to copy abilities from her opponents with her command grab, Connoisseur Cut. Outside of her power-copying techniques, she also boasts a strong long-range game, using a combination of copied attacks and her own projectiles to wear down her enemies from a distance.<br />
<br />
===Ability Absorption===<br />
Android 21 has a unique ability where she can use her Connoisseur Cut specials to absorb the energy of an opponent and use one of their abilities.<br />
<br />
There are 4 slots above Android 21's bar of meter. Each one of these slots corresponds to a version of Connoisseur Cut. From left to right, the slots are for:<br />
*Connoisseur Cut (236S)<br />
*Air Connoisseur Cut (j.236S)<br />
*Aerial Connoisseur Cut (214S)<br />
*Air Aerial Connoisseur Cut (j.214S) <br />
<br />
After absorbing an opponent's energy with one of the above versions of Connoisseur Cut, the slot will fill up with the move that you absorbed. After this, if you use the same input that you used to absorb the move, you'll do the special move that you absorbed instead of the Connoisseur Cut. Stolen moves are one time use and will free up their slots.<br />
<br />
Furthermore, Android 21 can chain the copied abilities by pressing the S button on hit, alternating between Connoisseur Cut and Aerial Connoisseur Cut. Using the H version of Total Detonation Ball makes Android 21 discard all her currently copied abilities, but in return, the move becomes stronger in proportion to how many abilities had been copied at that point.<br />
<br />
Absorbed abilities are separated into 4 colors/categories. Using Connoisseur Cut on a character belonging to one of these categories will give you a predetermined move based on this category. The move absorbed is different depending on whether you used Connoisseur Cut (236S/j.236S) or Aerial Connoisseur Cut (214S/j.214S). <br />
<br />
The breakdown of which character belongs to which color/category is as follows:<br />
*<span style="color:blue">'''Blue (earthlings):'''</span> Adult Gohan, Teen Gohan, Goku, SS Goku, SSB Goku, GT Goku, Goku Black, Krillin, Tien, Videl, Yamcha<br />
*<span style="color:green">'''Green (androids):'''</span> Android 16, Android 17, Android 18, Android 21, Cell<br />
*<span style="color:Orange">'''Orange (saiyans):'''</span> Bardock, Broly, Gogeta, Gotenks, Nappa, Trunks, Vegeta, SS Vegeta, SSB Vegeta, Vegito<br />
*<span style="color:purple">'''Purple (aliens):'''</span> Beerus, Captain Ginyu, Cooler, Frieza, Hit, Janemba, Jiren, Kid Buu, Majin Buu, Piccolo, Zamasu<br />
<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 />
* Excellent neutral game. 5M, 2M, 5H have excellent range. <br />
* Can convert any stray hit into great damage with assists. 214X are great combo enders that bring opponent to the ground for combo extensions with assists. Has multiple <br />
TOD combo paths. <br />
* Fast assist: Projectile has same priority as kamehameha but is much faster. <br />
* Flexible Super Usage: Level 1 Super is easily comboable from 214X. Has level 3 ground and air supers. <br />
* Fast Command Grab: Useful in blockstrings and can absorb an enemy attack to gain different tools. <br />
* Excellent mixup in blockstrings: solid IAD j.M (can cross up), 214M can cross up, 3M can hit from almost full screen after blockstring ends (LL2MMHS236L). <br />
* Is the hottest character in any anime fighter.<br />
| style="width: 50%;"|<br />
* No access to knockdowns except for stolen moves, air Dragon Rush, Level 3 supers, or SSB Goku's assist.<br />
* Though air Level 3 super does good damage, ground level 3's damage is poor, and it is the one used in DHC's.<br />
* Dependent on assists: Lack of proper assists can cut her damage potential and oki options severely.<br />
* Tall profile makes her susceptible to fuzzy mixups. <br />
|-<br />
|}<br />
{{#lst:DBFZ/Android 21/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_5L.png |caption=<br />
|image2=DBFZ_Android21_5LL.png |caption2=<br />
|image3=DBFZ_Android21_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Android 21/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Doesn't have very good range.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Android 21/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Nothing special besides extending block pressure.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Android 21/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be special cancelled like all 5LLL.<br />
* Good for relaunch after having used a Smash property move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 21/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Tail swipe, doesn't quite hit at round start distance.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 21/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Lunging chop. Hits from round start distance but is slow.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 21/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Despite the appearance, this is only 1 Ki blast.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 21/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Pokes their shins<br />
* Chains twice like other lights<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_2M.png |caption=<br />
|image2=DBFZ_Android21_3M.png |caption2=Shades of Kid Buu<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=2M}}<br />
{{#lsth:DBFZ/Android 21/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Tracks opponents up to almost half a screen away.<br />
* Won't hit from round start position.<br />
* 2M combos into 5H. This means she can hit you for ~5000 damage (meterless) from almost half a screen away.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=3M}}<br />
{{#lsth:DBFZ/Android 21/Data|3M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Slower than 2M but tracks from about 1/2 screen to 3/4 screen.<br />
* Has initial proration.<br />
* 2M and 3M don't chain into one another like Kid Buu's.<br />
* 3M, 5S, Vanish allows you to convert into a full combo. This can be used to surprise opponents who do not expect that they need to block low from so far away.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 21/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Main launcher for air combos.<br />
* Leads to big damage but has horrible recovery if you whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_2S.png |caption=<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 21/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jumps back and fires three fireballs at a downwards angle.<br />
* Long startup but decently fast projectile.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 21/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jumps, spins and does an overhead kick.<br />
* 21 is airborne throughout the attack animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 21/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* It might not hit some crouch opponents.<br />
* Still can be used for airial pressure after opponent techs up, especially in the corner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 21/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good air to air normal.<br />
* Main air-combo filler.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_jH.png |caption=''"Mitsuru function."''<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 21/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Damage increased on ''Dynamic'' hit only. This move doesn't have a Smash version.<br />
* Big downwards hit. Great as a jump in. Launches aerial opponents away on hit.<br />
* Can be used in the corner before using j.2H for alternate combo route.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 21/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Lunges forward and throws three fireballs at a downwards angle.<br />
* Jumping and then immediately using j.S will actually keep 21 closer to the ground than her 2S would.<br />
Because j.S commands so much screen space, it's best used in conjunction with vanish to close the distance between you and your opponent. Take care in throwing it out as it has an obvious animation and can be super dashed through.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 21/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Aerial version of 2H. Launches, can be followed up.<br />
* Important in air BnB combos.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Total Detonation Ball</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_TotalDetonationBall.png |caption=L/M<br />
|image2=DBFZ_Android21_TotalDetonationBall-2.png |caption2=H version grows as more skills are absorbed<br />
|input=236L/M/H<br />
|name=Total Detonation Ball<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Android 21/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fast projectile.<br />
* Has same properties as other beam projectiles. Blasts through other weak fireballs and clashes with other beams.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Android 21/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The M version fires the ball upward into the air at an angle (45°).<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H (Level 0)}}<br />
{{#lsth:DBFZ/Android 21/Data|236H Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=H (Level 1)}}<br />
{{#lsth:DBFZ/Android 21/Data|236H Level 1}}<br />
{{!}}-<br />
{{AttackVersion|name=H (Level 2)}}<br />
{{#lsth:DBFZ/Android 21/Data|236H Level 2}}<br />
{{!}}-<br />
{{AttackVersion|name=H (Level 3)}}<br />
{{#lsth:DBFZ/Android 21/Data|236H Level 3}}<br />
{{!}}-<br />
{{AttackVersion|name=H (Level 4)}}<br />
{{#lsth:DBFZ/Android 21/Data|236H Level 4}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Gets bigger, deals more blockstun and gains an extra hit with every move Android 21 absorbs with Connoisseur Cut.<br />
* Discards all current absorbed moves.<br />
* Clashes with Lv1 Supers if 21 has at least one absorbed move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hors d'Oeuvre Stab</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_HorsDOeuvreStab.png |caption= "I'm a brick!"<br />
|input=214L/M/H (Air OK)<br />
|name=Hors d'Oeuvre Stab<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Damage: Raw / In a combo / Smash<br />
* Smash triggers on the dive.<br />
* Air versions can be performed as additional followup for all Connoisseur Cuts and absorbed moves.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/Android 21/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/Android 21/Data|j.214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/Android 21/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/Android 21/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version corner bounces on Smash hit.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/Android 21/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/Android 21/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both versions ground bounce the opponent high into the air on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Connoisseur Cut</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_ConnoisseurCut.png |caption=''*gasp* "Oh no! Yamcha's been Yamcha'd!"''<br />
|input=236S (Air OK)<br />
|name=Connoisseur Cut<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 21/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 21/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Side switches on hit.<br />
* Can be followed up with Hors d'Oeuvre Stab by pressing L, M or H. L keeps the side switch, M and H side switch again.<br />
Android 21 dashes forward before grabbing the opponent and impaling them with an energy spike. Useful for opening your opponent up, although can only be used once unless you throw away the move with 236H. <br />
<br />
The ground version be used as another ender for your blockstring instead of 5H. Both have somewhat similar animations making it easier to land.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Aerial Connoisseur Cut</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_AerialConnoisseurCut.png |caption= "That ability is mine now."<br />
|input=214S (Air OK)<br />
|name=Aerial Connoisseur Cut<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 21/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Android 21 advances into the air at a 45° angle.<br />
* Both versions side switch on hit. Can be followed up with Hors d'Oeuvre Stab by pressing L, M or H. L keeps the side switch, M and H side switch again.<br />
* Has Anti-Air property.<br />
* Can be used after Dragonrush-Combos for extension.<br />
}}<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 21/Data|j.214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Great against opponents that like to jump a lot in front of you.<br />
* Another route to go into Excellent Full Course when already having a long, scaled air-combo.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Android21_AssistTotalDetonationBall.png |caption=<br />
|input=A1/A2<br />
|name=Total Detonation Ball<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 21/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Fires fullscreen.<br />
* Cannot be super dashed through.<br />
}}<br />
}}<br />
<br />
==Absorbed Abilities==<br />
When chaining absorbed abilities, 21 begins teleporting 8 frames after pressing S and the ability being canceled into becomes active as soon as she reappears (except in the case of a raw sonic warp). "Cancellable" in the ability descriptions refers specifically to cancelling one absorbed ability into another and not anything else like regular attacks or supers.<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_Kamehameha.png |caption= To be fair, she's not the first one to steal it.<br />
|image2=DBFZ_Android21_Kamehameha2.png |imageSize2=75x75px |caption2=[Icon]<br />
|input=<span style="color:blue">236S (Blue)</span> (Air OK)<br />
|name=Kamehameha<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 21/Data|236S Blue}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 21/Data|j.236S Blue}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Android 21 takes a step back before firing a Kamehameha. Comes out fast and is your standard beam projectile.<br />
* Cancellable starting at active frame 8.<br />
* Ground version stays grounded.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Solar Flare</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_SolarFlare.png |caption= Awh, not the flash I wanted...<br />
|image2=DBFZ_Android21_SolarFlare2.png |imageSize2=75x75px |caption2=[Icon]<br />
|input=<span style="color:blue">214S (Blue)</span> (Air OK)<br />
|name=Solar Flare<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 21/Data|214S Blue}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Cancellable immediately.<br />
* Has Anti-Air property.<br />
* Puts 21 airborne.<br />
* Just like Krillin's Solar Flare, you can use it for oki in combinations with an assist to catch opponents teching above you.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 21/Data|j.214S Blue}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can hit opponents during air invulnerable attacks like 2H.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Explosive Energy Blast</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_ExplosiveEnergyBlast.png |caption=<br />
|image2=DBFZ_Android21_ExplosiveEnergyBlast2.png |imageSize2=75x75px |caption2=[Icon]<br />
|input=<span style="color:green">236S (Green)</span> (Air OK)<br />
|name=Explosive Energy Blast<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 21/Data|236S Green}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 21/Data|j.236S Green}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Jumps up and throws 2 Teen Gohan-esque bombs that carry the opponent with them and only explode once they touch the ground.<br />
* The bottom bomb won't go off screen, will instead slide against the wall when done in the corner.<br />
* Hits 4 times if the opponent is caught between the two blasts (1760 damage).<br />
* Cancellable starting at startup frame 10.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Barrier Sphere</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_Barrier.png |caption=<br />
|image2=DBFZ_Android21_Barrier2.png |imageSize2=75x75px |caption2=[Icon]<br />
|input=<span style="color:green">214S (Green)</span> (Air OK)<br />
|name=Barrier Sphere<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 21/Data|214S Green}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 21/Data|j.214S Green}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Similar to Android 18's barrier, gives you 25% Ki gauge for each hit blocked and can cancel into supers with L+M, H+S.<br />
* Doesn't stop throws and supers.<br />
* Also blocks hits for assists.<br />
* Active from frames 5 to 41 (54 if an attack is absorbed).<br />
* Cancellable when barrier is hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Consecutive Energy Blast</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_ConsecutiveEnergyBlast.png |caption=<br />
|image2=DBFZ_Android21_ConsecutiveEnergyBlast2.png |imageSize2=75x75px |caption2=[Icon]<br />
|input=<span style="color:orange">236S (Orange)</span> (Air OK)<br />
|name=Consecutive Energy Blast<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 21/Data|236S Orange}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 21/Data|j.236S Orange}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Every hit ground bounces except the last one.<br />
* Cancellable starting at active frame 48.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Sticky Energy Blast</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_StickyEnergyBlast.png |caption=<br />
|image2=DBFZ_Android21_StickyEnergyBlast2.png |caption2=<br />
|image3=DBFZ_Android21_StickyEnergyBlast3.png |imageSize3=75x75px |caption3=[Icon]<br />
|input=<span style="color:orange">214S (Orange)</span> (Air OK)<br />
|name=Sticky Energy Blast<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 21/Data|214S Orange}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 21/Data|j.214S Orange}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Whiffs against crouching opponents.<br />
* Ground version has short range but is invulnerable to head property attack.<br />
* Aerial version has much longer range.<br />
* Cancellable starting 6 frames before attack hits and during timestop.<br />
* Can only land once during a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Homing Energy Blast</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_HomingEnergyBlast.png |caption=REALITY STONE<br />
|image2=DBFZ_Android21_HomingEnergyBlast2.png |imageSize2=75x75px |caption2=[Icon]<br />
|input=<span style="color:purple">236S (Purple)</span> (Air OK)<br />
|name=Homing Energy Blast<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 21/Data|236S Purple}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 21/Data|j.236S Purple}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Grounded version has a larger hitbox.<br />
* Cancellable if the orb hits as it comes out.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Sonic Warp</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_Sonic Warp.png |caption= I CAN DO THIS TOO<br />
|image2=DBFZ_Android21_Sonic Warp2.png |imageSize2=75x75px |caption2=[Icon]<br />
|input=<span style="color:purple">214S (Purple)</span> (Air OK)<br />
|name=Sonic Warp<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 21/Data|214S Purple}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 21/Data|j.214S Purple}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Similar to Frieza's 22S but without the additional shot.<br />
* Invulnerable from frames 8 to 12.<br />
* Useful for corner loops and combos.<br />
* Cancellable starting at startup frame 6.<br />
* When canceled into a 2nd absorbed ability, the 2nd ability goes through it's normal startup in addition to the 8 frame startup after pressing S.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Photon Wave</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_PhotonWave.png |caption=<br />
|image2=DBFZ_Android21_PhotonWave-2.png |caption2=Dizzy? Is that you?<br />
|input=236L+M or 236H+S (Air OK) <br />
|name=Photon Wave<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Android 21/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Android 21/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invulnerable from frames 9 to 18.<br />
* Android 21 will teleport to a certain location in the air, despite being on the ground or air beforehand, before firing a beam along the ground that causes an explosion.<br />
* 792 minimum damage.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Sweet Tooth</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_SweetTooth.png |caption=<br />
|image2=DBFZ_Android21_SweetTooth2.png |caption2=I hope you like vore! :)<br />
|image3=DBFZ_Android21_SweetTooth3.png |caption3=( ͡° ͜ʖ ͡°)<br />
|input=214L+M or 214H+S <br />
|name=Sweet Tooth<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 21/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invulnerable from frames 1 to 21.<br />
* Costs 3 bars.<br />
* Fires a pink beam across the screen. On hit Android 21 will turn the opponent into a dessert, take a bite out of them, then toss the remainder in disgust. If the move deals enough damage to kill, she will finish the opponent rather than deserting them. 😉<br />
* Heals 500 blue health on hit.<br />
* 1521 minimum damage. Not good as a combo ender unless it will kill.<br />
Invulnerable on frame 1 makes this your invincible reversal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Excellent Full Course</font> ======<br />
{{MoveData<br />
|image=DBFZ_Android21_ExcellentFullCourse.png |caption=BOOSTO!<br />
|image2=DBFZ_Android21_ExcellentFullCourse2.png |caption2= MAXIMUM WESKER, BABY<br />
|image3=DBFZ_Android21_ExcellentFullCourse3.png |caption3=Not the kind of sitting i'd wanna receive!<br />
|input=j.214L+M or j.214H+S <br />
|name=Excellent Full Course<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Android 21/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invulnerable from frames 1 to 30.<br />
* Costs 3 bars.<br />
* 1721 minimum damage.<br />
* Brings the opponent to the ground, setting up a hard knockdown in front of you.<br />
Android 21's level 3 air super. Good for ending air combos.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Android 21/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Android 21/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Android 21]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Beerus&diff=130751DBFZ/Beerus2019-10-10T13:18:33Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Beerus<br />
|-<br />
||<br />
[[File:DBFZ_Beerus_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Beerus/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Setplay<br />
;Team Role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Beerus is the God of Destruction for Universe 7, whose duty is to destroy planets so new ones can be forged. After having a vision showcasing a being known as the "Super Saiyan God", he traveled to Earth, home of the few remaining Saiyans, to find this being that could rival his power. In travelling to Earth, Beerus met Goku and, in so doing, engaged in a duel of epic proportions with the promise that his victory would spell the end of Earth. Even after defeating Goku, however, he had spared the planet, for he had come to enjoy the cuisine and, whether he will admit it or not, had grown attached to the mortals of Planet Earth.<br />
<br />
In ''Dragon Ball FighterZ'', misdirection is Beerus' strongest asset. He can create Orbs of Destruction that he can move around with his attacks, striking his opponents from multiple angles to penetrate their defenses. Despite this, his orbs should not be spammed willy-nilly as they can be easily destroyed by most other energy-based moves or can be Super Dashed through, as Beerus' orbs are all about timing and opportunistic application to make the use of his far-range and neutral game. <br />
<br />
===Cataclysmic Orbs===<br />
Beerus has a unique mechanic where he can summons purple orbs onto the screen. When the orbs collide with an opponent, they'll explode. The orbs can be knocked around by hitting them with Beerus normals and specials. After hitting an orb with a normal attack, Beerus can cancel immediately into a special move or a Super Dash, even if the orb and normal have not hit the opponent.<br />
* Can only have 3 orbs set at the same time, except when using 236S.<br />
* When sent away with a normal or a 236 move, will bounce on screen walls and corner walls.<br />
* Can be super dashed through <br />
* Have low durability. Ki blasts can destroy them and beams will clear them out entirely<br />
* Go away on hit, on block and after a certain amount of time passes<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 />
*Decent and versatile supers.<br />
*Solid and consistent damage off his combos, along with great offense when enforced.<br />
*Can end any of his combos with a sliding knockdown with 214M.<br />
*Decent and meterless reversal with 214S.<br />
*2M is a solid punishing tool, traveling nearly 75% of the screen.<br />
*214H is a strong gapcloser with meter.<br />
*He's a cat.<br />
| style="width: 50%;"|<br />
*Terrible normals with awkward hitboxes : 2H moves him backwards, 2M is easily stuffed or punished if thrown out randomly, 5LLL is easily stuffed.<br />
*Lackluster assist.<br />
*Very poor long range game without meter. Cataclysmic Orbs are very lackluster as they behave like normal fireballs, and leave on block or hit.<br />
*Level 3 Super grab has very few if not zero ways to land a guaranteed reset with it.<br />
*He's just probably screwing around cause he doesn't feel like it.<br />
*Can't fill this page with DBZA references because they'll never do Super (subject to change?)<br />
|-<br />
|}<br />
{{#lst:DBFZ/Beerus/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_5L.png |caption=<br />
|image2=DBFZ_Beerus_5LL.png |caption2=<br />
|image3=DBFZ_Beerus_5LLL.png |caption3=Slide into the DMs then hit em with a BOI to the neck.<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Beerus/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Flicks the opponent, good for pressure.<br />
* Very short range.<br />
* Sends Cataclysmic Orbs a short distance forward.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Beerus/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The clap of doom. Somewhat useful for up-close pressure, but this clap has ridiculous range and an equally ridiculous hitbox, making 5LL in neutral a great way to poke.<br />
* Cancel into 5M or 2M to keep the gatlings going.<br />
* Sends Cataclysmic Orbs upwards.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Beerus/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beerus slides about half screen forward before attacking, crossing the opponent up if they are in range.<br />
* Can be punished by a fast normal as Beerus is crossing over, so don't use this move predictably. Is also unsafe on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Beerus/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Headbutt, good for pressure,and can be jump canceled on hit.<br />
* Sends Cataclysmic Orbs down and forwards, making them groundbounce. Due to the short dash before the hitbox comes, may be awkward to hit orbs.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_5H.png |caption="These are not the droids you're looking for."<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Beerus/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Surprisingly good invisible hitbox. Hits far and can be confirmed with 5HH<br />
* Sends Cataclysmic Orbs forward very fast in a long distance.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Beerus/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Standard fireball.<br />
* Sends Cataclysmic Orbs diagonally up and forward in a short distance.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Beerus/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Solid crouching normal, good for pressure with 5L.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_2M.png |caption= "Weeeeeeeee!"<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Beerus/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Slides about 3/4's of the screen '''VERY''' quickly.<br />
* Can be used in conjunction with assists for cross under setups when the opponent air-techs.<br />
* Arguably one his best normals, but definitely not to be tossed out randomly due to its startup and low priority.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Beerus/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Does a back handstand for an anti air. Makes him go backwards.<br />
* Short horizontal range.<br />
* Hitbox does not extend behind him despite the animation.<br />
* Keeps him on the ground which allows for better cancel options as well.<br />
* Sends orbs diagonally up and forward in a long distance.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_2S.png |caption= "ACHOO!"<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Beerus/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Beerus sneezes up a Cataclysmic Orb.<br />
* Can be used to bait Super Dash.<br />
* Useful during blockstrings.<br />
* Contrary to other orb summons, this one sends the orb floating up and forwards him in a zigzagging manner.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Beerus/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal standing overhead. Can be combo-ed if you have an orb set near the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Beerus/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jumping downward jab. Good as an air to air and jump in.<br />
* Sends orbs forward in a short distance.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Beerus/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Upward kick, decent air to air and combo filler.<br />
* Sends orbs up and forward in a medium distance.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Beerus/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is on Smash hit.<br />
* Downward kick, great for jump ins and IAD pressure.<br />
* Sends orbs down and forward a long distance.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Beerus/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hold down S to fire 4 blasts.<br />
* Can combo into j.214X in midscreen combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_j2H.png |caption= Afterburner kick<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Beerus/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Dragon kicks through the sky. <br />
* Great in the corner for knockdown into 214M<br />
* Decent getaway button to run from the opponent.<br />
* Sends orbs flying forward and slightly upward.<br />
* When canceled into j.236[L/M/H], Beerus will keep his momentum and be sent forward fairly fast afterwards.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Cataclysmic Orb</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_CataclysmicOrb.png |caption=H summons both<br />
|image2=DBFZ_Beerus_CataclysmicOrb2.png |caption2=Kicks orb after summon, hold button to not kick<br />
|input=236L/M/H (Air OK)<br />
|name=Sphere of Destruction<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=236L}}<br />
{{#lsth:DBFZ/Beerus/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=236[L]}}<br />
{{#lsth:DBFZ/Beerus/Data|236[L]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beerus summons an orb in front of him. The followup kick sends the opponent down if he's airborne.<br />
* On block and at pointblank, there is a 1-frame gap between the orb and the kick.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=236M}}<br />
{{#lsth:DBFZ/Beerus/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=236[M]}}<br />
{{#lsth:DBFZ/Beerus/Data|236[M]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beerus summons an orb above him. The followup kick wallbounces the opponent if near the corner.<br />
* Used as a combo extender in the corner.<br />
* One of the few attacks in the game that is plus on block.<br />
* Beerus recovers midair after kicking the orb, allowing a high/low mixup. Works best in the corner.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=236H}}<br />
{{#lsth:DBFZ/Beerus/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=236[H]}}<br />
{{#lsth:DBFZ/Beerus/Data|236[H]}}<br />
{{!}}-<br />
{{AttackVersion|name=236H[2]}}<br />
{{#lsth:DBFZ/Beerus/Data|236H[2]}}<br />
{{!}}-<br />
{{AttackVersion|name=236H[8]}}<br />
{{#lsth:DBFZ/Beerus/Data|236H[8]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hold the button to not kick the orb after summoning.<br />
* Hold Up or Down to kick only one of the orbs.<br />
* Smash versions cornerbounce, Down kick Smash groundbounce AND wallbounce.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236L}}<br />
{{#lsth:DBFZ/Beerus/Data|j.236L}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236[L]}}<br />
{{#lsth:DBFZ/Beerus/Data|j.236[L]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Same as 236L. <br />
* Beerus recovers early in the air if hold, allowing for any air option available afterwards.<br />
* Opponent can airtech the followup kick if done too high in the air.<br />
* Important tool when for oki purposes after a 214M knockdown. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236M}}<br />
{{#lsth:DBFZ/Beerus/Data|j.236M}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236[M]}}<br />
{{#lsth:DBFZ/Beerus/Data|j.236[M]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Same as 236M.<br />
* Beerus recovers early in the air when hold, allowing for any air option available.<br />
* Also used as an oki tool after 214M knockdown.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236H}}<br />
{{#lsth:DBFZ/Beerus/Data|j.236H}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236[H]}}<br />
{{#lsth:DBFZ/Beerus/Data|j.236[H]}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236H[2]}}<br />
{{#lsth:DBFZ/Beerus/Data|j.236H[2]}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236H[8]}}<br />
{{#lsth:DBFZ/Beerus/Data|j.236H[8]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Same as 236H. Can kick one orb only when up or down is held.<br />
* Beerus recovers early in the air when hold, allowing for any air option available.<br />
* Can be used as an oki tool after 214M knockdown to spawn 2 orbs.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">God of Destruction's Rampage</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_GodOfDestructionsFierceAttack.png |caption= ''"I'm not done yet~"''<br />
|input=214L/M/H (Air OK)<br />
|name=God of Destruction's Rampage<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* First hit ground bounces. Smash on the splash.<br />
* Non-Smash ground splash pops opponent up, Air splash keeps them lying down for a bit, can't be extended by any mean.<br />
* Leaves Beerus airborne afterwards, allowing for any air option available.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/Beerus/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/Beerus/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has some uses in corner combos.<br />
* True blockstring from 5H or 5M ; this allows Beerus to do a 50/50 high/low by airdashing afterwards. Best used with an assist to leave it gapless.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/Beerus/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/Beerus/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground Smash ground bounces into SKD, Air Smash SKD only.<br />
* Air version can be comboed after j.S(1) anywhere on screen.<br />
Allows SKD oki at the end of every combo.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/Beerus/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/Beerus/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both Smash versions big ground bounce into SKD.<br />
* Ground version is the same as 214M with very good horizontal tracking. No vertical tracking.<br />
* Can be used as a surprise "in your face" due to its speed; on block, you can get a 50/50 high/low situation with an assist.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Spheres of Destruction</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_MultiCataclysmicOrbs.png |caption= ''"Whenever you're ready."''<br />
|input=236S<br />
|name=Spheres of Destruction<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Beerus/Data|236S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Best used on a downed or cornered opponent to limit their options on wakeup.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">God of Destruction's Wrath</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_GodOfDestructionsWrath.png |caption='''''"You startled me! Never startle a destroyer!"'''''<br />
|input=214S (Air OK)<br />
|name=God of Destruction's Wrath<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Beerus/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Beerus/Data|j.214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invincible during startup. Guard point during active. Can beat beams on reactions.<br />
* Doesn't protect Beerus from throws and supers.<br />
* Damage and advantage vary with position.<br />
Shoots 5 Ki blasts in front of Beerus and 5 behind him. Covers almost every position except directly above or underneath him.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Beerus_AssistCataclysmicOrb.png |caption= ''"Are you ordering a god of destruction?"''<br />
|input=A1/A2<br />
|name=Sphere of Destruction<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Beerus/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Uses 236L as an assist.<br />
* Orb disappears as soon as Beerus leaves or gets hit.<br />
Mostly used in blockstrings as it lasts long enough for a mixup. Not a very good tool for neutral, as it is easily busted.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Beerus Ball</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_BeerusBall.png |caption=''"You gave it your best shot."''<br />
|image2=DBFZ_Beerus_BeerusBall-2.png |caption2=''"'Bye-bye.'."''<br />
|input=236L+M or 236H+S (Air OK)<br />
|name=Beerus Ball<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Beerus/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Beerus/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage is 30*15, 360.<br />
* On air, use L+M to shoot straight forward, H+S to shoot downward.<br />
* Always deals set amount of hits and damage.<br />
* Follow-up can be activated for 1 Ki bar before the 16th hit.<br />
}}<br />
{{AttackVersion|name=Beerus Ball of Destruction|subtitle=Beerus Ball > L/M/H/S}}<br />
{{#lsth:DBFZ/Beerus/Data|236LM > L/M/H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage is 800.<br />
In order to maximize damage, try to get as many hits as possible before activating.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">God of Destruction's Judgment</font> ======<br />
{{MoveData<br />
|image=DBFZ_Beerus_GodOfDestructionsJudgement.png |caption=''"Now then..."''<br />
|image2=DBFZ_Beerus_GodOfDestructionsJudgement2.png |caption2=''"Don't get too cocky."''<br />
|input=214L+M or 214H+S<br />
|name=God of Destruction's Judgment<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Beerus/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Minimum damage: 1824.<br />
* Command grab super. Beerus flicks the opponent with incredible force. Can be comboed into.<br />
* Can be jumped on reaction to superflash if done raw (i.e. hold up upon the cinematic to dodge it).<br />
If done on Goku Black or Fused Zamasu, he will try to use Hakai instead. Successful Hakai animation plays out if their health is at 1824 or lower, regardless if it's gonna kill or not...<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Beerus/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Beerus/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Beerus]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Captain_Ginyu&diff=130750DBFZ/Captain Ginyu2019-10-10T13:18:13Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Captain Ginyu<br />
|-<br />
||<br />
[[File:DBFZ_Ginyu_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Captain Ginyu/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Setplay, Situational<br />
;Team Role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Captain Ginyu, Recoome, Guldo, Burter, and Jeice make up the Ginyu Force, Frieza's most elite (and most eccentric) soldiers. Be not fooled by their penchant for dramatic poses, for each member of the Ginyu Force is a dangerous one-man army unto himself. However, they would be defeated by Goku and Vegeta, with Ginyu left as the last surviving member of the troupe after his soul wound up trapped in a Namekian frog.<br />
<br />
In ''Dragon Ball FighterZ'', Captain Ginyu can call upon the aid of the other members of the Ginyu Force to trip up his opponents and open them up to punishment. In a pinch, Ginyu can use his level-3 super attack, "Body Change", to swap bodies with one hapless opponent, gaining full control over an enemy while forcing his victim to fight using a neutered version of his original fighting style.<br />
<br />
===Ginyu Force===<br />
By pressing his S buttons or using Together We Are...the Ginyu Force!, Ginyu will call forth members of the Ginyu Force to aid him in battle. Ginyu Force members always come out in a set order. Master the rotation of the Ginyu Force member calls and synchronize his offense to capitalize on their support to achieve victory with style befitting a member of the Ginyu Force.<br />
<br />
The Rotation for the Ginyu Force's attacks is always Guldo → Recoome → Burter → Jeice.<br />
<br />
Only 2 extra members of the Ginyu Force can appear on screen at the same time. Ginyu Force members also don't go away if Ginyu gets hit.<br />
<br />
Ginyu Force member's attack happens separately from what Ginyu is doing so you can take advantage of them to help you approach or apply pressure, depending on which member you summon.<br />
<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 />
* Unpredictable. Has a lot of tools at his disposal with the Ginyu Force assist calls, making his pressure seem almost endless.<br />
* Assist has a large hitbox and is useful for combos and extensions.<br />
* Great pressure game with Ginyu Force available, giving Ginyu almost unlimited setups into various strings and traps, making him a truly terrifying character to be on the defense against. <br />
* Has great options to shut out the opponent's options to break free from Ginyu's pressure, such as Burter 236S and Jeice 236S, which stop the opponent from really getting things started at times as it can break Ginyu out of combos. <br />
* Is very, VERY good at dancing.<br />
* The best boss to work under, will regularly organise parties and treat you to chocolate parfaits.<br />
| style="width: 50%;"|<br />
* No dedicated damaging level 3 super. Spending 3 ki gauges on a Powerful Energy Wave does less damage than most other level 3s.<br />
* Requires assists to use Ginyu Force for pressure due to vulnerability.<br />
* Has no real reversal to speak of, so suffers in terms of being pressured when he does not have any opportunity to set up. Body Change is fully invincible, but is so slow and telegraphed that it is very hard for Ginyu to wake up with it unless the opponent hard commits to a super, or something.<br />
* Crazy lockdown, but a little sub-par solo mixup game. He does have a lot of tools to keep the opponent guessing with the Force and these are very strong, but he can kind of struggle without assists.<br />
* Have to mentally manage which Force member is available at all times through the game, as you have to acknowledge which version of the move you should use for the member currently on rotation (5S, 236S, or 214S). This can make it a little tricky if you haven't been able to use one of them in a while, as you may get the wrong pressure setup and your opponent will take advantage of it.<br />
* Must have a brain the size of a small galaxy in order to play to maximum potential<br />
* Dishonorable,fighting 5 on 1.<br />
|-<br />
|}<br />
{{#lst:DBFZ/Captain Ginyu/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_5L.png |caption= Karate Chop!<br />
|image2=DBFZ_Ginyu_5LL.png |caption2=<br />
|image3=DBFZ_Ginyu_5LLL.png |caption3= The CLAW<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Important points go here.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Second part comes out faster if the first one hits.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Captain Ginyu/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Slightly less than half screen in reach as he slides forward.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_5H.png |caption=Hello my baby! Hello my honey! Hello my ragtime gal!<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Captain Ginyu/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hold H to spin forwards, {{4}} during spin to move back.<br />
* [] is fully charged.<br />
* Fully charged kick also auto corrects and faces the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Captain Ginyu/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Captain Ginyu/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Ginyu's only low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_2H.png |caption= *Gasp* A fly!<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Captain Ginyu/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Captain Ginyu/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* After being blocked, the remaining hit can be blocked low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good air to air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S / j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_5S.png |caption=TOKUSENTAI!<br />
|image2=DBFZ_Ginyu_5SGuldo.png |caption2=Guldo!<br />
|image3=DBFZ_Ginyu_5SRecoome.png |caption3=Recoome!<br />
|image4=DBFZ_Ginyu_5SBurter.png |caption4=Burter!<br />
|image5=DBFZ_Ginyu_5SJeice.png |caption5=Jeice!<br />
|name=5S / j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ginyu strikes a quick pose and summons a member of the Ginyu Force to perform an attack.<br />
* The long startup on these make them unable to combo from Ginyu's normals.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground Guldo}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|5S Guldo}}<br />
{{!}}-<br />
{{AttackVersion|name=Air Guldo}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.S Guldo}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* From the ground, aims a projectile at opponent.<br />
* Has limited angle, won't hit opponents that are too high up.<br />
* Beats Super Dash.<br />
}}<br />
{{AttackVersion|name=Ground Recoome}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|5S Recoome}}<br />
{{!}}-<br />
{{AttackVersion|name=Air Recoome}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.S Recoome}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* From the ground, lunges a full screen kick that wall bounces.<br />
}}<br />
{{AttackVersion|name=Ground Burter}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|5S Burter}}<br />
{{!}}-<br />
{{AttackVersion|name=Air Burter}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.S Burter}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Does a series of kicks from where Ginyu is, grounded or airborne.<br />
* Reaches almost full screen.<br />
}}<br />
{{AttackVersion|name=Ground Jeice}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|5S Jeice}}<br />
{{!}}-<br />
{{AttackVersion|name=Air Jeice}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.S Jeice}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Appears above Ginyu, aims a downward Ki blast at the opponent.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Strong Jersey</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_StrongJersey.png |caption= You're wide open!!<br />
|input=236L/M/H (Air OK)<br />
|name=Strong Jersey<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall bounces on Smash hit.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Important points go here.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Use in corner to combo into Ginyu force members solo<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes wall bounce to mid screen can also be used to combo into Ginyu force members from any position<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Together We Are...the Ginyu Force!</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_TogetherWeAre.png |caption=Pose<br />
|input=236S (Air OK)<br />
|name=Together We Are...the Ginyu Force!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 236S and 214S have minor differences.<br />
}}<br />
}}<br />
{{MoveData<br />
|image=DBFZ_Ginyu_TogetherWeAre-Guldo.png |caption=''"Guldo Special!"''<br />
|name=Guldo<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|236S Guldo}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.236S Guldo}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Appears on the ground, from half screen to full screen.<br />
* Autocorrects and faces the opponent.<br />
}}<br />
}}<br />
{{MoveData<br />
|image=DBFZ_Ginyu_TogetherWeAre-Recoome1.png |caption=''"Recoome... Eraser Gun!"''<br />
|name=Recoome<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|236S Recoome}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.236S Recoome}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* From the ground, fires a beam.<br />
}}<br />
}}<br />
{{MoveData<br />
|image=DBFZ_Ginyu_TogetherWeAre-Burter.png |caption=''"Blue Hurricane!"''<br />
|name=Burter<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|236S Burter}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.236S Burter}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Flies back and forth 4 times.<br />
* Only tracks airborne opponents from jump height and up.<br />
}}<br />
}}<br />
{{MoveData<br />
|image=DBFZ_Ginyu_TogetherWeAre-Jeice.png |caption=''"THE SEIZURE PROCEDURE"''<br />
|name=Jeice and Burter<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|236S Jeice}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.236S Jeice}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Appear from the opposite edge of the screen.<br />
* After a brief moment, they will accelerate back to Ginyu's direction while hurling multiple Ki blasts downward.<br />
* Stops Burter mid-attack if he is still out.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Together We Are...the Ginyu Force!</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_TogetherWeAre.png |caption=Pose<br />
|input=214S (Air OK)<br />
|name=Together We Are...the Ginyu Force!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Important points go here.<br />
}}<br />
}}<br />
{{MoveData<br />
|image=DBFZ_Ginyu_TogetherWeAre-Guldo.png |caption=''"Guldo Special!"''<br />
|name=Guldo<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|214S Guldo}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.214S Guldo}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Appears on the ground, from Ginyu to midscreen.<br />
* Doesn't autocorrect.<br />
}}<br />
}}<br />
{{MoveData<br />
|image=DBFZ_Ginyu_TogetherWeAre-Recoome2.png |caption=''"Recoome..... Ultra..... Fighting..... Miracle..... '''Bomber!'''"''<br />
|name=Recoome<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|214S Recoome}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.214S Recoome}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Stays in place, charges for slightly longer than 7 seconds, then unleashes a huge explosion that does a ridiculous amount of hitstun.<br />
* Is only invulnerable to non-Super projectiles.<br />
}}<br />
}}<br />
{{MoveData<br />
|image=DBFZ_Ginyu_TogetherWeAre-Burter.png |caption=''"Blue Hurricane!"''<br />
|name=Burter<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|214S Burter}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.214S Burter}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Flies back and forth 2 times on the ground.<br />
}}<br />
}}<br />
{{MoveData<br />
|image=DBFZ_Ginyu_TogetherWeAre-Jeice.png |caption=''"THE SEIZURE PROCEDURE"''<br />
|name=Jeice and Burter<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|214S Jeice}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.214S Jeice}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Appear behind Ginyu.<br />
* After a brief moment, they will accelerate to the other direction while hurling multiple Ki blasts downward.<br />
* Stops Burter mid-attack if he is still out.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_CaptainGinyu_AssistStrongJersey.png |caption=<br />
|input=A1/A2<br />
|name=Strong Jersey<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Captain Ginyu/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good range and moderate startup. Useful for blockstring pressure and some combo extensions in the corner.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Powerful Energy Wave</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_PowerfulEnergyWave.png |caption=Milky!<br />
|image2=DBFZ_Ginyu_PowerfulEnergyWave-2.png |caption2=Cannon!<br />
|input=236L+M or 236H+S<br />
|name=Powerful Energy Wave<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|236LM Level 1}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|236LM Level 2}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|236LM Level 3}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hold buttons during the super flash to use more Ki gauge and do more damage. Max 3 Ki gauges.<br />
* Minimum damage is 800, 1100, 1410.<br />
* If fully charged, the super causes a hard knockdown.<br />
* The charged versions are not considered Meteor Attacks, meaning you can still Ultimate Z Change from them into another super.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Body Change</font> ======<br />
{{MoveData<br />
|image=DBFZ_Ginyu_BodyChange.png |caption="''Chaaaaange...''"<br />
|image2=DBFZ_Ginyu_BodyChange-2.png |caption2='''''"NOWWWWWW!"'''''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Body Change<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Captain Ginyu/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hold the button to deal 3000 to Ginyu before switching.<br />
* Pierces through level 3 projectiles.<br />
* Switches health bars and movesets, except that the one who gets Ginyu's body will not have access to the Ginyu Force nor Body Change.<br />
* If Ginyu Body Changes with another Ginyu, they will both have access to the Ginyu Force and Body Change.<br />
* If Ginyu Body Changes with a character other than Ginyu that you already have on your team, you will have two of the same character on your team.<br />
* Characters affected by Body Change who are revived by Shenron will come back in the switched body, not their original one.<br />
Body Change can only combo from Guldo's mind freeze. An assist with a long stun can give you time to summon him and then Body Change.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Captain Ginyu/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Captain Ginyu/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Captain Ginyu]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Cell&diff=130749DBFZ/Cell2019-10-10T13:17:53Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Cell<br />
|-<br />
||<br />
[[File:DBFZ_Cell__Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Cell/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Rushdown, Footsies<br />
;Team Role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
The ultimate creation of the mad scientist, Dr. Gero. Cell is a bio-android, created using the DNA of some of Universe 7's strongest fighters (Frieza, Goku, Vegeta, Tien, Etc.), each of which change his personality (Goku's lust for battle, and Frieza's evil heart being examples of such). Cell is capable of gaining power through absorbing people into his being and, upon absorbing Androids 17 and 18, he attained his "Perfect" form, making him one of the most powerful and dangerous villains in the world, who would've destroyed the Earth if not for Gohan who, as an adolescent, defeated him.<br />
<br />
In ''Dragon Ball FighterZ'', Cell is a dangerous, well-rounded fighter with a deadly combination of attacks that can hurt at any range, a strong mix-up game, and excellent ground and aerial abilities. His main weakness is the fact that, should his attacks miss their mark, he can leave himself wide open to punishment.<br />
<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 />
* Versatile; he has all of the tools to deal and adapt to just about any situation.<br />
* Great meterless / assistless damage output, especially in the corner due to his loops.<br />
* Has very powerful blockstrings and mixups due to his 3 lows, his 2 overhead specials, and his ranged command grab.<br />
* Has long reaching normals (even involving his 5LL by itself) and multiple projectiles, making him a constant threat in the neutral.<br />
* Has much better reward for landing a dragon rush compared to other characters.<br />
* Voiced by Norio Wakamoto, so you can always count on him being top tier.<br />
* His scream is PERFECT.<br />
| style ="width: 50%;"|<br />
* His great height gives him a tall hurtbox.<br />
* His anti-air 2H has an ironically small hitbox, on top of having no meterless reversal.<br />
* Very long recovery on his normals, making him susceptible to momentum shifts while also needing to commit to his more costly pokes.<br />
* His assist's unique angle makes it not as useful as other, similar assists.<br />
* He likes to torture his opponents as long as he can, so most of his attacks now drastically scale his combo damage; leads to having low combo reward and often requiring resources for bigger damage.<br />
|-<br />
|}<br />
{{#lst:DBFZ/Cell/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_5L.png |caption= "P" is for priceless... the look upon your faces. "E" is for extinction, of all your puny races...<br />
|image2=DBFZ_Cell_5LL.png |caption2= "R" for Rrrevolution, which has been televised...<br />
|image3=DBFZ_Cell_5LLL.png |caption3= "F" is for how ''F***ED'' you are... now allow me to reprise....<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Cell/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Important points go here.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Cell/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Holding {{4}} or {{2}} halves the distance Cell covers.<br />
5LL[4] can be useful for reflect bait and punish with 5LLL. Since most players would double reflect 5L 5LL due to its coverage.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Cell/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<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_Cell_5M.png |caption=Did you press a button after my minus frames? '''FOOL.'''<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5M}}<br />
{{#lsth:DBFZ/Cell/Data|5M}}<br />
{{!}}-<br />
{{AttackVersion|name=4MM}}<br />
{{#lsth:DBFZ/Cell/Data|4MM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can late cancel 5M into 4MM even on whiff.<br />
* 5M > 4MM will combo on standing/crouching characters.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_5H.png |caption=Give 'em the reverse boot<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is when fully held.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_5S.png |caption= "Aw shit! That was meant for Tien! That's my B!"<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can be repeated up to five times.<br />
* Mainly used in blockstrings to reset assist cooldowns.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_2L.png |caption=The only move you need<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Excellent stagger tool with remarkable range for a 2L.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_2M.png |caption=...yeah, it's a Japanese VA reference... <br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Great range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_2H.png |caption=I kicked me height<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Short horizontal range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_2S.png |caption= This isn't flying! This is falling! with ''style''!<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Lunges forward.<br />
* Unlike 5S, these Ki blasts explode on impact. On hit will carry the opponent with Cell.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_6M.png |caption=The People's Cellbow<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_6H.png |caption=Scuffin' ya Jordans<br />
|name=6H<br />
|input=Low Kick<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|6H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Cell's third low.<br />
* Useful during blockstrings.<br />
* Scales like a light starter.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_jM.png |caption= CREDIT CARD SWIPE<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good air to air normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_jH.png |caption=The People's OTHER Cellbow<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Important points go here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_jS.png |caption= MILLY ROCK!<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Unique full screen blast.<br />
* The swipe has a hitbox. This hit will knock the opponent vertically downward.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_j2H.png |caption= H E L L O<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Unlike most j.2Hs, Cell's j.2H will knock the opponent away horizontally instead of upwards.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Hell Strike</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_HellStrike.png |caption= *Teleports behind you*<br />
|image2=DBFZ_Cell_HellStrike-2.png |caption2=imquiteconfidentinmyspeedyouknow<br />
|input=j.2M<br />
|name=Hell Strike<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|j.2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has bad vertical tracking.<br />
* Can be converted into a combo by using Vanish.<br />
Cell teleports behind his opponent and attacks with a swipe.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rolling Crush</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_RollingCrush.png |caption=SPIN2WIN<br />
|input=236L/M/H (Air OK)<br />
|name=Rolling Crush<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Last hit hits high.<br />
* Smash on last hit.<br />
* L versions cause a short sliding knockdown on Smash hit.<br />
* M and H versions cause a ground bounce sliding knockdown on Smash hit.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Cell/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Useful during a blockstring.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Cell/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can alter the distance Cell travels by holding forward or backward.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Cell/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can also alter the distance Cell travels by holding forward or backward.<br />
}}<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/Cell/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Rolls diagonally down.<br />
}}<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/Cell/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Travels further than L version.<br />
}}<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/Cell/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Rolls straight down.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Perfect Attack</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_PerfectAttack.png |caption=<br />
|image2=DBFZ_Cell_6M.png |caption2="Next time, why don't you remember your place like the rest of them...and wait for Goku."<br />
|input=214L/M/H (Air OK)<br />
|name=Perfect Attack<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash on last hit.<br />
* Ground version on block, the second followup will still come out, while the third followup will only come out if the second one hit.<br />
* Air version on block, followups won't come out.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Cell/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* True blockstring.<br />
* #EmbraceDeath<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Cell/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Switches sides.<br />
* True blockstring.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Cell/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invulnerable to airborne attacks from the 1st frame.<br />
* Has enough range to hit an opponent from "round start" position.<br />
* On block, Cell recovers in midair behind the opponent. Can be used for mixups with assists.<br />
* '''If reflected''', Cell won't do the teleport, unlike L and M version.<br />
* The grab at the end only hits once per combo.<br />
}}<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/Cell/Data|j.214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/Cell/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Switches sides on hit.<br />
}}<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/Cell/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Similar teleport properties to the ground version.<br />
* Last hit teleports to the ground, wallbounce on Smash hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_Kamehameha.png |caption="I DID IT MYYYYYYY WAYYYYYYYY"<br />
|image2=DBFZ_Cell_Kamehameha-2.png |caption2=''"Next."''<br />
|image3=DBFZ_Cell_Kamehameha-3.png |caption3= OPPRESSIONNNNN<br />
|input=236S (Air OK)<br />
|name=Kamehameha<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Cell/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Cell/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version can be aimed upwards by holding up or down after the input.<br />
* Air version can only be fired angled downwards.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Psycho Crash</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_PsychoCrash.png |caption= ''"AND THAT ONE'S STILL GREEN!"''<br />
|image2=DBFZ_Cell_PsychoCrash2.png |caption2=<br />
|input=214S<br />
|name=Psycho Crash<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|214S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Full screen command grab.<br />
* Has a minimum distance it can hit at, meaning it won't hit closer up to Cell unless he has the opponent in the corner.<br />
* Unlike most command grabs, this one can be used infinitely many times per combo.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Cell_AirKamehameha.png |caption= ''"Fine, how's this?"''<br />
|input=A1/A2<br />
|name=Kamehameha<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Fires a Kamehameha downwards.<br />
The angle of this kamehameha assist makes it less useful as a long range neutral tool. It's pretty good as an anti-air though, and can be used for pressure in the corner.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Energy Field</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_EnergyField.png |caption=MUDADA! HAAAHAHAHA!<br />
|input=236L+M or 236H+S (Air OK)<br />
|name=Energy Field<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Cell/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Cell/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Not a reversal.<br />
* Minimum damage is 135*6 (810)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Solar Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cell_SolarKamehameha.png |caption= ''"You and the earth shall be '''DESTROYED'''!"''<br />
|image2=DBFZ_Cell_SolarKamehameha-2.png |caption2= "I DID IT RAW PLS DON'T BLOCK"<br />
|input=214L+M or 214H+S<br />
|name=Solar Kamehameha<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cell/Data|214LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invulnerable during startup.<br />
* 1672 minimum damage.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Cell/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Cell/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Cell]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Cooler&diff=130748DBFZ/Cooler2019-10-10T13:17:31Z<p>67.186.80.30: </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 />
{{#lsth:DBFZ/Cooler/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown, Defensive<br />
;Team Role<br />
:Point, Middle<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 cooler brother, no questions<br />
* One of the best intros in the game, never skip it.<br />
* Was surpassing Fourth Form BEFORE it was cool (or piss yellow, for that matter)<br />
* Cooler than Frieza<br />
| style="width: 50%;"|<br />
* Slow normals and specials, which also means he fights hitstun decay in longer combos.<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 />
{{#lst:DBFZ/Cooler/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Cooler/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 6f jab.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Cooler/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Combo and blockstring filler.<br />
* 5L > 5LL is a true blockstring.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Cooler/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Switches sides on hit. <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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Like most of his mediums, 5M is really long range and has the benefit of starting his medium autocombo<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Carries the opponent to the current wall on Smash hit, making it a powerful corner carry tool.<br />
* Usable after a low j.2H in the corner for optimal combo setups.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_ Cooler__5S.png |caption= '''EATING BEANS, I SEE!'''<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Exchanges the low property for huge range<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|6H}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
* Ground bounces on air hit.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|3H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Tracks the opponent relative position, goes through non-Super projectiles. Projectile guard point starts at either 6f or 7f.<br />
* Also has Anti-Air properties.<br />
* Able to combo into Super Dash on hit. Can gatling into 5S on block to make it safe.<br />
This move goes through a lot of stuff. Abuse it.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has a tendency to whiff in air combos if used more than once before a double jump.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Important points go here.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Launches the opponent sideways(even though he's Clearly kicking upwards), much like Cell's j.2H.<br />
* Follow-up with a midair death flash, or death chaser if you're in the corner.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Death Chaser</font> ======<br />
{{MoveData<br />
|image=DBFZ_Cooler_DeathChaser.png<br />
|caption=footdive<br />
|input=236L/M/H (Air OK)<br />
|name=Death Chaser<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Damage: Raw / In a combo / Smash<br />
* L and M versions make Cooler bounces back on hit, while H versions keep him grounded.<br />
* During the bounce back, Cooler can perform actions before he hits the ground. If you've saved air actions during the combo, this allows for an easy airdash safejump in the corner, or tech chase, mixups, etc.<br />
* H versions' lack of bounce back has a slight advantage: Since his ground Lv1 does more damage than his aerial one, this is one of the few ways he can combo into this ground Super.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Cooler/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=j.L}}<br />
{{#lsth:DBFZ/Cooler/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes soft knockdown that can still be extended with Supers.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Cooler/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=j.M}}<br />
{{#lsth:DBFZ/Cooler/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist or Smash j.2H.<br />
* Non Smash only hits twice, soft knockdown like L version.<br />
* Plus on block.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Cooler/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/Cooler/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit 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 />
* Non Smash only hits twice, soft knockdown like L version.<br />
* Also plus on block.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/Cooler/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/Cooler/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has Anti-Air property.<br />
* Scales less than the other versions.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/Cooler/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/Cooler/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fully invincible from the 1st frame.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/Cooler/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/Cooler/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 214M invul with 214L's speed.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Cooler/Data|214X > L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Switches sides.<br />
* Smash hit causes a short sliding knockdown.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Cooler/Data|214X > M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ender of choice due to not switching sides.<br />
* Smash hit causes a short sliding knockdown.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Cooler/Data|214X > H}}<br />
{{!}}-<br />
{{AttackVersion|name=214H > H}}<br />
{{#lsth:DBFZ/Cooler/Data|214H > H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* If used after H Death Breaker, gains an extra hit.<br />
* Switches sides.<br />
* Smash hit causes a sliding knockdown.<br />
* Leaves Cooler next to the opponent like H Death Chaser. However unlike that move, non Smash hit cannot be extended with Supers.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Cooler/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Cooler/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Multi-hitting beam with very slow startup.<br />
* Don't use this in blockstrings unless you wanna get stuffed.<br />
* Best used as a wakeup option immediately after a death breaker follow-up.<br />
* Confirms into Death Crasher from full screen.<br />
* Second best voice line in the game, only beaten by Nappa.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|214S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Fullscreen low, can confirm into his level 1 or a vanish.<br />
* Jails into vanish on block.<br />
* Use with a good assist for some mixup potential.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
====== <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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|236LM}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Cooler/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground Counter}}<br />
{{#lsth:DBFZ/Cooler/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground Attack}}<br />
{{#lsth:DBFZ/Cooler/Data|214LM Attack}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* On the ground, Cooler uses up 3 Ki gauges and enters a stance. He will only attack if he is hit during this stance.<br />
* Doesn't trigger Ki cooldown if the actual attack doesn't come out.<br />
* Has guard point against everything but grabs. However its downfall comes from the fact that:<br />
:*It will only stun the opponent on guarding physical attacks.<br />
:*The actual attack is a throw that will whiff on crouching, low profile attacks, or even characters ''falling down''.<br />
* All of these combined means a lot of projectile 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 3s cannot, notably countering safejumps.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Cooler/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has frame 1 invulnerability like typical Level 3 but is vulnerable to Anti-Airs.<br />
* 1779 minimum damage.<br />
* Whiff on crouching, etc.<br />
* This is also Cooler's DHC.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Cooler/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Cooler/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Cooler]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Frieza&diff=130747DBFZ/Frieza2019-10-10T13:17:06Z<p>67.186.80.30: </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 />
{{#lsth:DBFZ/Frieza/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Air Dash (2 in Golden form), Dash Type: Run<br />
;Play-style<br />
:Zoning<br />
;Team Role<br />
:Point<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 after inheriting part of his father (King Cold)'s empire. 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 />
{{#lst:DBFZ/Frieza/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Frieza/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Standard 5L.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Frieza/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Standard 5LL.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Frieza/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Tracks fullscreen.<br />
* At very close range, the explosion sends them outward. Otherwise, it sends them inward.<br />
Often useful after a vanish extension.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Deceptively good range.<br />
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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Smash on the first hit, wall bounces.<br />
* The rocks themselves keep grounded opponent standing, can't be Super Dashed through, and disappear on Vanish.<br />
Good for controlling ground space.<br />
<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hold or mash S to shoot all 6 Ki blasts.<br />
* Sixth hit launches and wall bounces.<br />
Can be followed up with 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can't be super dashed through.<br />
A quite unconventional 2H, as it has massive horizontal range but lacks coverage above Frieza’s head.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 1S shoots almost horizontally, 2S shoots at a 30 degree angle, 3S shoots at a 60 degree angle.<br />
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.<br />
<br />
Mostly a combo filler.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Second hit has much longer range.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lsth:DBFZ/Frieza/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/Frieza/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Heavy with a fairly good reach.<br />
* Smash hit causes sliding knockdown.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hold or mash S to shoot all 3 Ki blasts.<br />
* Piercing projectiles, send the opponent full screen.<br />
* Third hit wall bounces.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Smash on air-to-air. Causes sliding knockdown.<br />
j.S > j.2H is an everywhere meterless skd. j.H > j.2H can also be used as a surprise double overhead.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|j.2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Fires a ki blast in a downward angle.<br />
The angle isn't really great, is mostly used to combo into j.2H for knockdowns.<br />
}}<br />
}}<br />
<br />
==Specials==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Frieza/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Explodes the ground in front of Frieza.<br />
Frieza's main way of safely ending blockstrings.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Frieza/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Explodes the ground on the other half of the screen. Doesn't reach fullscreen.<br />
Can be used after a long-range 5H or 5S to tack on some additional damage either by itself, or can be vanished for even more damage.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Frieza/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 2 explosions that covers the entire screen.<br />
A good way to catch people trying to do ''anything''.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Frieza/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Frieza/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash at point blank, the opponent will be locked inside the ball before it starts traveling, explodes once it touches the wall.<br />
* Cancelling the move will cause the ball to explode early.<br />
Good as a combo ender before going into Supers.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|214S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Throws 2 discs forward that comes back after traveling off screen.<br />
* Discs merely launch going forward, but cause a sliding knockdown to the opponent on the way back.<br />
* The return trip discs can friendly fire and hit Frieza and his assists. Friendly fire discs scale less and 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 L+S Ki Charge.<br />
* Disappear if Frieza's hit or tagged out, but not if he blocks.<br />
Frieza is always plus after using this in a blockstring, so it's a very strong blockstring ender.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|22S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Teleports a set distance forward, auto corrects. Can pull the opponent out of the corner.<br />
* Invulnerable from frames 4 to 19.<br />
* Ground bounces on airborne opponent. Keeps grounded opponent standing.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Frieza_AssistDeathSlash.png |caption= KABOOM<br />
|input=A1/A2<br />
|name=Death Slash<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* The damage buff from Golden Frieza applies to this assist as well.<br />
* Hits slightly closer than the M version.<br />
Extremely annoying assist. Forces the opponent to respect you in neutral because of how huge its hitbox is.<br />
}}<br />
}}<br />
<br />
==Supers==<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Frieza/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Frieza/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 1 Ki Gauge.<br />
* L+M version throws towards the middle of the screen, H+S version throws towards the edge of the screen.<br />
* Minimum damage: 4*N, 754.<br />
A useful level 1 super that does additional damage if done from big heights. Because of how slowly the ball travels, some characters can UHC and then get an extension afterward, usually in the form of air DR or j.H.<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='''''"EEEEYAAAAAAAAAA!!!"'''''<br />
|input=214L+M (Air OK)<br />
|name=Nova Strike<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Frieza/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Frieza/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 3 Ki Gauges.<br />
* Minimum damage: 1680.<br />
High damaging level 3. Is only one hit, which means an opponent in Sparking won't get any regeneration done during the animation, making it an excellent combo ender.<br />
<br />
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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|Knocked Down > [HS]}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 3 Ki Gauges.<br />
* Minimum damage: 192*10.<br />
* Only invulnerable during active frames.<br />
Not a good wakeup option compares to the 2 other Lv3s he has. However, the insanely high minimum damage means it's the best ''combo'' ender, used after getting hit by his own Death Saucer.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|214HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 3 Ki Gauges. Can only be done once per match.<br />
* During Golden Frieza, gains a 20% damage buff, a second air dash, access to full reverse beat, and increased movement speed.<br />
* Lasts about 21 seconds when he's the point character, won't deactivate until he returns to neutral ground stance, timer is paused when he's tagged out.<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 />
* Has ~1 second of Ki gain cooldown.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Frieza/Data|Golden Frieza ends > S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 1 Ki Gauge.<br />
* Minimum damage: 600.<br />
* Has some invulnerability and hits opponent during timestop.<br />
* Crumples grounded opponent, wall bounces and causes a sliding knockdown on airborne.<br />
Does hit off sliding knockdowns but since the shot is small and goes quite high up, it requires strict timings.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Frieza/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Frieza/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Frieza]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku_Black&diff=130746DBFZ/Goku Black2019-10-10T13:16:41Z<p>67.186.80.30: </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 />
{{#lsth:DBFZ/Goku Black/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced<br />
;Team Role<br />
:Point, Anchor<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 />
* God Slicer blades grant him huge disjointed attacks that deflect ki blasts.<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. This also hurts his mixup game a lot, as some of his strongest tools for mixups (214L/M/H and 214S) have telegraphed startups that can make them easy to react to. They are still good tools, but this hurts Black a lot.<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 />
|}<br />
{{#lst:DBFZ/Goku Black/Data|Links}}<br />
<br style="clear:both;"/><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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Goku Black/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Cancels into 5LL or itself, even on whiff.<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 />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Goku Black/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Cancels into 5LL, even on whiff.<br />
* Autocorrects on side-switch.<br />
* Has the damage and scaling of a Medium.<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 />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Goku Black/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Goku Black/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Goku Black/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Goku Black/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is the projectile.<br />
* The projectile 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 />
* Performing the move as 6S makes the projectile travel instantaneously.<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=Adult Gohan's 5L, but far worse.<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Goku Black/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Cancels into 5L, even on whiff.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Goku Black/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Goku Black's only low.<br />
Leg sweep that hits low and moves Goku Black forward slightly giving it more reach than expected. 2M is the key to all of Black's mix-ups. Use it after doing Instant Transmission then time j.H so that the hit box doesn't come out for a deceptive empty jump low. One of Black's best starters in terms of damage and practicality, though thanks to his amazing 5LL this isn't his go to attack for following up vanishes like most of the cast.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Goku Black/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Consumes Goku Black's Smash on hit.<br />
* Deals extended hitstun if Smash is available.<br />
* Head attribute invincible during start-up and active frames.<br />
* Deflects Ki blasts.<br />
* Press H to cancel into Super Dash.<br />
Goku Black moves forward while doing an upward slash with a God Slicer. Infamous for having an extremely large hitbox with many active frames, arguably the best 2H in the game in when it comes to neutral. Like all other God Slicer using attacks, 2H has fantastic disjoint and can deflect ki blasts. Can be canceled into 5S for pressure resets or into Kamehameha to frame trap opponents who try to mash out of pressure. The Smash version is used in combination with EX God Slicer for corner-to-corner combos thanks to the height that it provides. Doesn't see much use in Black's optimal corner combos.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Goku Black/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Same hitboxes as j.H.<br />
* Universal overhead.<br />
* Jumps over lows.<br />
Goku Black does a short hop into a flip kick, hitting opponents overhead. Very basic, Black has other tools that can do the same job. Requires an assist or Sparking Blast to convert a successful hit into a combo.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Goku Black/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Double jump cancelable.<br />
* Cancels into itself.<br />
Aerial chop that makes a good air-to-air normal due to its horizontal range. Its vertical range leaves much to be desired, resulting in whiffs during combos if the opponent is slightly below Goku Black. This also makes it difficult to hit short characters crouching and makes it near impossible for Black to set up fuzzies.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Goku Black/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Double jump cancelable.<br />
* Reverse beats into j.L.<br />
Aerial side kick that serves as a decent jump-in attack but it is primarily used 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Goku Black/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is on Smash hit.<br />
* Knockdown state depends on Smash utilization.<br />
* Dynamic hit results in a wall bounce in the corner and produces a random Dragon Ball.<br />
Flip kick with excellent range and damage, making it Goku Black's best jump-in and air-to-ground combo starter. Has fantastic synergy with his Instant Transmission where the timing of the input allows Goku to either complete the move and hit overhead or touch the ground before the hitboxes appear to shift into 2M for a low. Rarely used to end air combos as he has a better option in j.S to Light God Slicer. Can also be used to acquire Dragon Balls or summon Shenron if all the Dragon Balls have been discovered and Black has 7 bars.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_GokuBlack_jS.png |caption=.<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Goku Black/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Standard air ki blast that is angled diagonally downward. Used to end air combos with either the light or heavy version of God Slicer, the former for follow-up supers and the latter for a corner knockdown. Can poke opponents to button check them in neutral, leading into a combo on hit if vanish canceled. Be wary, this ki blast is beaten by higher priority projectiles, super armored moves, and Super Dash.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Goku Black/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Double jump cancelable.<br />
* Consumes Smash on hit.<br />
* Launches higher with more hitstun if Smash is available.<br />
* Press H to follow-up with a Super Dash.<br />
Upward split kick used to extend air combos by using Goku Black's Smash to combo into Super Dash or lead into additional air normals by canceling the non-Smash version into a double jump. Doesn't hit overhead like Black's other air normals.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Goku Black/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=j.L}}<br />
{{#lsth:DBFZ/Goku Black/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Goku Black/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=j.M}}<br />
{{#lsth:DBFZ/Goku Black/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
Against some characters in the corner, Goku Black can tack on an j.H for a smidge more damage. This tech is mostly useless as it removes your slide knockdown, but it can help if you have no meter and need to close the round.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Goku Black/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/Goku Black/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Goku Black/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Goku Black/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Goku Black/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<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 opponents. Black is free to move immediately after teleporting, allowing him mix-up opponents in a variety of ways including hitting overhead with j.H, empty-jumping low with 2M, or crossing-up with IAD j.M. Long start-up and airborne state means it is easy to react to and punish, so assists are needed to use this move safely.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Goku Black/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A Ki-empowered dive kick.<br />
* Does not cause a knockdown.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Goku Black/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A Ki-empowered dive kick that carries the opponent to the ground.<br />
* Smash version bounces opponents for combo extensions.<br />
* Wall bounces if Black reaches the corner before the ground.<br />
* Slower startup than the Light version.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Goku Black/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A Ki-empowered dive kick that carries the opponent to the ground.<br />
* Smash version bounces opponents for combo extensions.<br />
* Wall bounces if Black reaches the corner before the ground.<br />
* Same startup speed as the Light version.<br />
----<br />
The light version is a powerful mobility tool for Goku Black though it is vulnerable to anti-airs. The medium and heavy versions are used for corner carry and optimal corner combos. The ground bounce version gives Black the best possible combo options so aim for it over the more limiting wall bounce. Requires a vanish or an assist to continue combos after the light version anywhere or the medium / heavy versions outside the corner.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Goku Black/Data|236S}}<br />
{{!}}-<br />
{{Description|7|text= <br />
* Plows through ki blasts.<br />
* Is Goku Black's assist.<br />
Goku Black unleashes a Kamehameha that goes full screen. Cannot be angled or used in mid-air which limits its usefulness, but it recovers 2 frames faster than SSJ Goku's or Gohan's beams. This is Black's best zoning tool as well as a decent frame trap when it is used after a heavy on block.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Goku Black/Data|214S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is if the grab whiff.<br />
* Whiff version scales like the normal Kamehameha, grab version is highly scaled like most grabs.<br />
* The whiffed Binding Black Kamehameha has less active frames, longer start-up, and 2 less hits compared to the normal Black Kamehameha.<br />
Zamasu appears behind the opponent and grabs them while Goku Black fires a Kamehameha. Even if Zamasu misses the grab, Goku Black will still fire off the Kamehameha. As a full screen command grab, this move is an important tool in Black's mix-up game. Use sparingly as this move is fairly easy to avoid by either jumping or hitting Black during the long start-up.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Goku Black/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Same as Goku Black's Black Kamehameha.<br />
Goku Black warps in and unleashes a Kamehameha that goes full screen. This beam assist is fantastic at controlling space, keeping opponents locked down, and for extending combos. Pairs well with Super Saiyan Goku's Kamehameha assist for double beam coverage. Goku Black's assist comes out faster and recovers slower than SS Goku's, leaving him vulnerable for longer after launching his attack.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Goku Black/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Goku Black/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Is Goku Black's Ultimate Z Change Super.<br />
* Minimum damage is the same regardless of how many ki blades land. Minimum is 720.<br />
* Cinematic follow up doesn't play unless at least one projectile hits the opponent.<br />
* Enters an uninterruptible cinematic animation on hit, making both Goku Black and his opponent invincible to any other attacks.<br />
* Unlike all of his other God Slicer attacks, the blade has no hitbox and doesn't deflect ki blasts.<br />
Goku Black unleashes a barrage of ki blades that embed themselves in the opponent before detonating. The explosion's non-minimum damage depends on how many ki blades hit. However, the minimum damage is consistent so it is either 7*18, 720 or 5*18, 720. The projectile priority of this super is pretty low so it can be eaten up by other projectiles fairly easily. Doesn't provide a knockdown but it does more damage than his other level 1 super so use this whenever you are aiming for more damage without DHCing. If you are at a high height and wish to DHC, use his other level 1.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Goku Black/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Goku Black/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage is 300, 480.<br />
* Goku Black jumps into the air to prepare the attack if he does this super on the ground.<br />
Goku Black and Zamasu both create a sphere of Ki in their hands, then combine them into a more powerful sphere before dropping it on the enemy. Opponents trapped in it are carried all the way to the ground, making this useful for Ultimate Z Changes. Hits once at the beginning, once at the end, and hits multiple times in the middle based on how far the opponent is carried by the ki sphere. Depending on who Black's opponent is and where they are on the screen, this super can be looped into itself multiple times.<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= "Go, fellow Me's taken from the Monkey King-Son Goku! Destroy this NINGEN!"<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=The Work of a God<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Goku Black/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Goku Black/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage is 1703.<br />
* Invincible on start-up.<br />
* Results in a hard knockdown on hit.<br />
* Projectile clashes with other supers, beats ki blasts and other non-super projectile.<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 Black then spawn from the rift and rapidly attack the opponent before he finishes off his flurry of attacks with another rift tearing strike. Inflicts a hard knockdown on the opponent giving Black the chance to do a safe jump and continue his offense, though the knockback makes it difficult to use outside of the corner. This move is Goku Black's only invincible reversal but it is both expensive and risky so use it wisely.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Goku Black/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Goku Black/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Goku Black]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Gotenks&diff=130745DBFZ/Gotenks2019-10-10T13:16:20Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Gotenks<br />
|-<br />
||<br />
[[File:DBFZ_Gotenks_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Gotenks/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Pressure, Mixup<br />
;Team Role<br />
:Any<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Son Goten (AKA Sun Wutian), the secondborn son of Goku, and Trunks, the son of Vegeta, are childhood friends who play and train together. During Majin Buu's rampage on Earth, both boys were taught the secret of Fusion, the art of merging two fighters and their energies together into one stronger fighter. Thus, Gotenks was born ("Goten" from Goten, and "ks" from Trunks): a powerful fighter who can effortlessly attain the power of Super Saiyan 3, but whose prowess is offset by a juvenile mindset and a penchant for dramatics.<br />
<br />
In ''Dragon Ball FighterZ'', Gotenks hits strong and fast. His range is lacking due to his short limbs, but once he's in range, he can put pressure on his opponents and force them to go on the defensive.<br />
<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 />
* Strong mixup and pressure game, many of his specials are safe on block and can lead to tricky resets, as well as being able to set up very long blockstrings that can be mixed up in various different ways<br />
* Small frame can make it so certain combos do not work on him, and can help him avoid certain moves<br />
* Assist can be used to extend certain combos, further adding to his utility<br />
* Has incredible oki with 236H+S, allowing Gotenks to set up incredible pressure or reset scenarios for very little resources<br />
* Amazing air-to-air options in moves such as j.5L, which basically drags the opponent down to the ground on hit very easily and allows you to either continue pressure or reset them with a Dragon Rush<br />
| style="width: 50%;"|<br />
* Assist is not great in neutral, as it's tracking is rather lackluster, which also may hurt it in certain blockstrings<br />
* Buttons are a bit stubby, they can easily whiff or be beaten by something that is better.<br />
* Two of his better pressure tools require meter, which can cause him to burn a lot of meter<br />
* As of patch 1.14, a lot of his plus frame options can be backdashed and end his pressure<br />
* He's really... REALLY annoying to listen to.<br />
|-<br />
|}<br />
{{#lst:DBFZ/Gotenks/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_5L.png |caption=<br />
|image2=DBFZ_Gotenks_5LL.png |caption2=<br />
|image3=DBFZ_Gotenks_5LLL.png |caption3=Welcome to Mixup City<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Gotenks/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Standard 5L poke with a good hitbox. Used for starting pressure and is your standard grounded poke.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Gotenks/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Strong hitbox and forward momentum. Useful in pressure and can be decent in neutral scrambles.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Gotenks/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Frame data is deceptive, this move has a lot of blockstun that you can take advantage of by canceling into specials. On hit it's a great optimal combo to follow up into Galactic Donut on medium sized and taller characters. On block, can be covered with Ghost Oki (236H Hold Ghosts) plus an assist for an unreflectable ghost setup.<br />
<br />
While not as ambiguous as Hold Beam, you can IAD shortly after it connects for a high/low mixup, or backdash 6S to punish your opponent's 2H. This is best used sparingly as there are clear answers to both options. It's best to cover up the 3rd hit with an assist to allow Gotenks to go for a high/low with very little risk involved, though it does burn the assist. }}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Gotenks/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Standard 5M with decent forward momentum but nothing to write home about.<br />
* Mostly a combo tool than a neutral tool but can be effective for closing ground or threatening misplaced 5L's by your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Gotenks/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Gotenks' strongest grounded normal. Has great forward momentum and a solid hitbox, but loses strongly to aerial approaches.<br />
* [] is fully charged.<br />
Gotenks' strongest grounded normal. Has great forward momentum and a solid hitbox, but loses strongly to aerial approaches.<br />
<br />
If charged fully it is +1, does increased damage, and causes a strong wall bounce midscreen. Use the charged version sparingly as the startup is massive and the reward is minimal.<br />
The advantage on block is dependent on the distance Gotenks was before 5H. An uncharged 5H at its maximum distance can be up to -3 on block. A fully charged 5H at its maximum distance can be up to +6 on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_5S.png |caption=<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Gotenks/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<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_Gotenks_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Gotenks/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Fast low, not strong in neutral situations. <br />
* Primary grounded mixup tool. Most often used in blockstrings or after 236[S] (Beam Cancel).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Gotenks/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Incredibly weak hitbox. Can be stuffed by any aerial attack or a properly spaced 5L.<br />
* Still an important tool as it's the most forward momentum Gotenks has on a normal (aside from charge 5H), but be careful in footsies as it can get you killed.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Gotenks/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Very slow 2H, but with a lot of active frames. Mostly used to punish aerial approaches and super dashes. <br />
* Can be difficult to punish grounded, as unrefined players will attempt to punish with 2L and whiff.<br />
* Not that useful in blockstrings, though in sparking 2H > Airdash > j.M can be oppressively strong.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Gotenks/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Standard overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_jL.png |caption= I now control the air<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Gotenks/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Gotenks' primary high mixup tool. Very active. You can usually just throw it out there, but rarely beats superdashes.<br />
* While every hit of it is an overhead, only the first hit that connects counts as an overhead. After the first hit connects, they can block mid for the rest of the j.L duration.<br />
* Can be used in pressure to keep opponents guessing, as your airdash j.L will hit 1, 2, or 3 times depending on the height of your opponent and the height of your airdash.<br />
* Amazing air-to-air option, probably his best. On block, it is very easy to just drag your opponent down to the ground and either continue pressure or reset them with a Dragon Rush.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Gotenks/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Weak hitbox that hits above him, mostly used in air-to-air on opponents higher than you. j.214L or j.214M are generally better options for air-to-airs.<br />
* Primary crossup move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_jH.png |caption= <br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Gotenks/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is on Smash hit.<br />
Incredible hitbox and priority, can hit crouching opponents from almost apex of normal jump height. Standard combo ender and Air to Ground neutral tool.<br />
<br />
The move brings Gotenks to the ground more quickly, allowing for extremely ambiguous mix ups.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_jS.png |caption=Mixup City 2<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.S}}<br />
{{#lsth:DBFZ/Gotenks/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Only 1 hit, not very useful.<br />
* Pushes Gotenks back.<br />
* Mostly used to fake out j.6S.<br />
}}<br />
{{AttackVersion|name=j.6S}}<br />
{{#lsth:DBFZ/Gotenks/Data|j.6S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Instead of moving back, Gotenks rolls forward. <br />
* Significantly stronger than j.S, as the recovery is much less. Very useful for certain assist extensions and super jump combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Gotenks/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Standard combo extender, jump cancellable.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Miracle Super Punch</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_MiracleSuperPunch.png |caption= <i>Obligatory Jojo reference</i><br />
|input=236L/M/H (Air OK)<br />
|name=Miracle Super Punch<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Gotenks/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=[L]}}<br />
{{#lsth:DBFZ/Gotenks/Data|236[L]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on hold.<br />
* Moves forward.<br />
* On hit, all versions can be cancelled into any other special except themselves.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Gotenks/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=[M]}}<br />
{{#lsth:DBFZ/Gotenks/Data|236[M]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on hold.<br />
* Moves in an arc as if Gotenks jumps forward.<br />
* Although has 16 maximum hits, Gotenks will stop punching once he touches the ground.<br />
* Deals above average chip damage.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Gotenks/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=[H]}}<br />
{{#lsth:DBFZ/Gotenks/Data|236[H]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on fully held. Partial held does 16 hits.<br />
* Moves forward.<br />
* Deals above average chip damage.<br />
* Can control speed with left and right, holding left makes you go less distance while holding right sends you much further.<br />
* Can combo into 5L.<br />
Really good in blockstrings, as it is plus and gives Gotenks an opportunity to mix the opponent up, either with a low, a grab, or other similar things.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Great Special Rolling Kick</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_GreatSpecialRollingKick.png |caption=<br />
|image2=DBFZ_Gotenks_GreatSpecialRollingKick-2.png |caption2= And now... '''Spin Technique!'''<br />
|input=214L/M/H (Air OK)<br />
|name=Great Special Rolling Kick<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Gotenks/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hops forward very fast. Can be used as a sneaky option if your opponent isn't ready for it, and with assists you can convert off of it.<br />
* All versions deflect Ki blasts and have head property.<br />
* L ground version can be cancelled into itself and its other versions during the spin.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Gotenks/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Jumps high up.<br />
* M ground version can be cancelled into itself and its other versions during the spin.<br />
* Last kick wall bounces in the corner if Smash hasn't been used.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Gotenks/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Slowly moves straight forward.<br />
* Can be directed with {{8}} {{2}} {{4}} {{6}}.<br />
* Cannot be canceled into itself nor the other versions.<br />
* Last kick wall bounces in the corner if Smash hasn't been used.<br />
Really good tool to annoy your opponent in neutral, as it will always beat Super Dash, however, it is unsafe and can not be used to reset pressure like 236H can. Gotenks can airdash or double jump once it is done.<br />
<br />
It can also be used to get you out of a corner situation if you can somehow pull it off, or just using it as a general retreat/stall tactic. Gotenks can only go so high with the move though, so be careful.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/Gotenks/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Spins diagonally downward.<br />
* Stops spinning once Gotenks lands or if he gets all 7 hits in.<br />
* Active frames until landing.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/Gotenks/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Spins in an arc like the grounded version.<br />
* Can be used to catch a raw vanish from your opponent.<br />
* Last kick wall bounces in the corner if Smash hasn't been used.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/Gotenks/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Slowly moves straight forward.<br />
* Can be directed with {{8}} {{2}} {{4}} {{6}}.<br />
* Last kick wall bounces in the corner if Smash hasn't been used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Shout</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_VengefulShout.png |caption= DOCTOR OCTAGONAPUS BGAAAAAAAAH<br />
|input=236S (Air OK)<br />
|name=Vengeful Shout<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Gotenks/Data|236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Gotenks leaps into the air and fires a beam from his mouth.<br />
<br />
Useful tool for Gotenks in neutral, while it isn't as good as Super Saiyan Goku's Kamehameha, it still is nice to have, especially because it is air OK. Can be useful for catching buttons from afar, or just to keep pressure on from full/midscreen. Still is somewhat slow though, so try not to get too reliant on this one.<br />
<br />
Button can be held to cancel the attack, leaving you at the perfect height for an overhead. Can use air options afterwards. Held beam beats almost every reversal in the game - Gotenks recovers fast enough to where you can easily block it without fear of getting hit, and can easily punish. It can also bait out reflects. However, it will lose to most 5L/5Ms, so try to use it with caution, as getting too predictable with it can lead you to getting blown up very easily.<br />
}}<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Gotenks/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Can be feinted like the ground version<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Galactic Donut</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_GalacticDonut.png |caption= time to make the donuts<br />
|input=214S <br />
|name=Galactic Donut<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Gotenks/Data|214S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Gotenks forms a ring that appears around the opponent as well before binding them with it.<br />
* Tracks the opponent, it will spawn where they are when the input comes out.<br />
* "Beats" super dash should it ever hits.<br />
* Holding up during the move causes the donut to move upwards, allowing you to catch opponents who might jump out of it. Not entirely that useful, but it's something.<br />
<br />
Can have some applications in some weird blockstrings that take advantage of your opponent being focused solely on defense. It can beat some buttons as well, as mashing 5L will most likely lose to donut, but will lose to most reversals. Some buttons will even trade, and most will just hit Gotenks right out of it, such as 2M. Some will whiff (SSJ Vegeta 214H), but this is small compared to the amount of them that will hit Gotenks out of it. 236S hold is better for that kind of bait anyway, so if your opponent doesn't have a reversal or the bar to use one, this isn't a bad idea, but Galactic Donut still has much more risk than you would like considering Gotenks has safer options. It's a nice trick to have, but don't rely on it, as one quick reaction can lead into your lead being lost.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">DIE DIE Missile Barrage</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_DieDieMissileBarrage.png |caption= HYPER PLASMA SHURIKEN<br />
|input=j.214S<br />
|name=DIE DIE Missile Barrage<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Gotenks/Data|j.214S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Gotenks fires a series of Ki blasts similar to Vegeta's Air Consecutive Energy Blast.<br />
* Can be superdashed/reflected on block.<br />
<br />
Does slightly more damage than j.214x in level 3 combos, but that's about all it's useful for. <br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Gotenks_AssistGalaticDonut-1.png |caption=Space Bondage<br />
|input=A1/A2<br />
|name=Galactic Donut<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Gotenks/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good combo tool.<br />
Gotenks' assist is his Galatic Donut special. On hit, it'll bind the opponent and hold them in place for an extended period of time. This can be very useful as a means to extend combos or give yourself time to do something. It has incredible utility in mixups and resets, however the timing for these can be very particular, especially in the air. Regardless, this can be used in a myriad of post-snapback situations that can create all kinds of mixups that are hard to truly guess correctly, especially in the corner. For combos, it can be useful to extend certain character's strings into Dragon Rush, air or grounded, that can extend damage further in a combo. It is a very strong assist in these situations, however it is not an easy one to use, as timing is incredibly key.<br />
<br />
It can also be useful in neutral but the tracking is poor. Quick movement can dodge this assist so you'll have to use it in more specific situations.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Super Ghost Kamikaze Attack</font> ======<br />
{{MoveData<br />
|image=DBFZ_Gotenks_superghostkamikazeattack-1.png |caption=<br />
|image2=DBFZ_gotenks_superghostkamikazeattack-2.png |caption2=All this time, actually pronounced "Kah-mee-kah-zeh". Oh well.<br />
|input=236L+M or 236H+S<br />
|name=Super Ghost Kamikaze Attack<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L+M}}<br />
{{#lsth:DBFZ/Gotenks/Data|236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Gotenks spits out 6 ghosts, which immediately home in on and explode on the opponent. <br />
* Minimum damage: 120*6 (720)<br />
Somewhat low damage for a super, as well as it's speed being a bit of a detriment as it can tend to whiff midscreen, but with a Z-Change into a faster super, the ghosts can connect easily. Certain characters can get a Dragon Rush off of their super with ghosts, such as Tien or Videl.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H+S}}<br />
{{#lsth:DBFZ/Gotenks/Data|236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Gotenks spits out 4 ghosts, taunting the opponent as he does.<br />
* All 4 ghosts stay in place until the corresponding button is released, allowing you to do blockstrings and combos with the ghosts covering any opening.<br />
* Ghosts will wait for inputs for about 4 seconds before attacking by themselves.<br />
<br />
Very strong tool for Gotenks, both for combos and for pressure. For combos, it allows Gotenks to set up solo snap and additional damage, and for pressure, it gives him a lot of freedom to work with and mix you up in ways that leave you constantly guessing and afraid of the ghosts. They can beat vanish on wakeup, as they will simply teleport into the ghosts, so it's useful for that as well. Usually Gotenks' best option post-sliding knockdown, even midscreen as he can superdash with ghosts to force the opponent to block, giving him a somewhat free approach option.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Charging Ultra Volleyball</font> ======<br />
{{MoveData<br />
|image=DBFZ_gotenks_volleyball.png |caption= "Supah Donat"<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Charging Ultra Volleyball<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Gotenks/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Gotenks/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 3 bars.<br />
* Minimum damage: 120, 140*3, 1120 (1660)<br />
* Beats level 2 projectiles but loses to level 3 projectiles.<br />
* If performed with Piccolo on your team, he will help out, and then complain about helping out after the move.<br />
<br />
Great ender for Gotenks, especially in his air strings. It's easy to hit due to him being able to cancel 236x into either 214x or 214S, and then cancelling that into this, which gives him great damage. His meter build in general isn't bad either, so he can use this somewhat often. His oki afterwards isn't bad either, though it's nothing superb. Great damage, easy to combo into, and good oki make this a stellar tool for Gotenks. If you want to get some explosive damage to make a hit count, this is absolutely your ender to go to.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Gotenks/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Gotenks/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category: Gotenks]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Hit&diff=130744DBFZ/Hit2019-10-10T13:15:44Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hit<br />
|-<br />
||<br />
[[File:DBFZ_Hit_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Hit/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Defensive/Counter, Footsies<br />
;Team Role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
The Legendary Assassin from Universe 6, Hit is infamous for his successes; once he is given a target, he will execute them without fail. He would go on to fight Goku in a tournament between Universes 6 and 7, where he pushed Goku's powers to their very limits and beyond with his time-skip, an ability that allows hit to skip to the future for 1/10th of a second (which would gradually decrease to indefinitely).<br />
<br />
In ''Dragon Ball FighterZ'', Hit is unique in having no real projectile attacks, no fast lows and no air specials. Most of his specials are based around his stances, command-dashes and a unique parry. On the ground he also has the longest reaching normals in the game.<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 />
*Good grounded neutral with far reaching buttons.<br />
*Unconventional mixup ; has several left/right tools, stance followups allowing easy frametraps, and a command grab.<br />
*Pressure tends to ignore opponent's 4S (Reflect), negating the pushback.<br />
*Different invuln attributes on many of his specials.<br />
*A command backdash to make any normal safe on block.<br />
*Unique 4F airborne parry gives him a way around superdash.<br />
*His level 3 ignores Sparking healing.<br />
* Will make you donuts.<br />
* His theme slaps<br />
| style="width: 50%;"|<br />
*Limited options in the air. Has no aerial special except his level 1 super.<br />
*Unconventional mixup ; very lacking in the high/low department.<br />
*No sliding knockdown special.<br />
*Ground parry followup can be blocked.<br />
*Supers do not hit assist characters, reducing happy birthday potential.<br />
*Very hard character to play, as his pressure and combos are unlike anyone in the game. A lot of time has to be dedicated into playing Hit to make him work, as he has a very high skill ceiling.<br />
*Arguably has the worst 2M in the game.<br />
*His head looks like a purple penis.<br />
|-<br />
|}<br />
{{#lst:DBFZ/Hit/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_5L.png |caption=<br />
|image2=DBFZ_Hit_5LL.png |caption2=<br />
|image3=DBFZ_Hit_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Hit/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fastest attack Hit has making it his go-to for punishes and abare.<br />
* Can be risky in certain gaps since the short range can be baited, and with his longer reaching moves being much slower.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Hit/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports Hit decently far giving it a very long range.<br />
* Comes out even if first jab whiffs. Commonly used mid-combo after a vanish.<br />
* Surprisingly good anti-air, as it has a very high vertical hitbox and tracks. Easy confirm to j.L<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Hit/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits 3 times if it connects, with Hit teleporting behind the opponent for the second hit.<br />
** All 3 hits can be special-cancelled, so it's possible to side-switch after the second with a special.<br />
* All 3 hits are always guaranteed, making this an essential part of his combos.<br />
* First two hits and the third scale seperately.<br />
* Like with all L-autocombos it can give a wallbounce even if wallbounce was used earlier in the combo.<br />
* Can be superdashed afterwards, either by pressing an additional L or manually.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_5M.png |caption= Nyoom Punch<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Hit/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hit swiftly moves forward about 45% of the screen before the attack<br />
A simple punch with some invisibility that has quite good reach. Be careful though, as you can be hit out of it even if it looks like Hit is teleporting. This normal shines as Hit's main way of sticking to an opponent even if they reflected.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_5H.png |caption=ZOOM PUNCH<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Hit/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hit moves forward invisibly about 75% of the screen before the attack.<br />
* As with 5M, can be struck out of.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_5S.png |caption=Come at me bro.<br />
|image2=DBFZ_Hit_5S-trigger.png |caption2=<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lsth:DBFZ/Hit/Data|5S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lsth:DBFZ/Hit/Data|5S Attack}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Hit poses with an aura around him. If he's hit with an attack he stops time and teleports in front of the opponent with an attack.<br />
<br />
This unique parry is one of the things that really separates him from the rest of the cast. His neutral can be played around this, making the opponent hesitant about how to approach Hit. The long recovery also makes it very risky if it's baited, especially since the punish can be much more brutal than the reward for successfully parrying an attack.<br />
* Can parry physical attacks, ki-blasts and projectiles.<br />
* Can not parry grabs or supers.<br />
* The punch is not guaranteed - if an assist is parried the opponent can still block the followup, or even avoid it if he's in movement.<br />
* Requires use of vanish or a super to followup with anything midscreen.<br />
* Wallbounces if the opponent hits a wall, allowing meterless followups.<br />
* Like other 5S-specials you can vanish-cancel it on whiff, and even option-select it to reduce the risk.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_2L.png |caption= ''"I can't crouch down for some reason...!"''<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Hit/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Standing overhead.<br />
At 20 frames, it is not the common abare button most characters can use. On hit, it's impossible to combo afterwards, even with the use of assists or supers. Being a command normal you can still gatling into other normals on block or hit. This makes it more useful in combos rather as a mixup, as it doesn't knock down on air hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_2M.png |caption=ew a spider<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Hit/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Standing low. Hit's only low, and one of the slowest lows in the game.<br />
* Can gatling both to and from with other normals.<br />
With such a slow low it's hard to open up anyone with this without having an assist or previously establishing strong conditioning. Being the only low threat from Hit it's a generally strong strategy to avoid crouching against him and rather try to react to the low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Hit/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Hit's universal anti air. With assists and bar for vanish, it has strong potential for super dash punishes. The launching smash effect allows hit to confirm into M Stance > Projectiles, making it a very strong combo tool, even if the range is rather poor compared to other 2Hs.<br />
<br />
Essentially, 5M > 2H is Hit's go-to damage combo route most of the time, especially when he has the opponent in the corner. However, at certain ranges 2H might whiff, making 5M > 5H the better choice for confirming it but losing a bit of damage.<br />
<br />
Due to Hit's difficulties scoring a hard knockdown, it is recommended to go for the standard super dash after a 2H if you want to keep proper pressure without assists available after the combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Hit/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead.<br />
* Air dash cancelable while Sparking Blast is active.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Hit/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Good air to air button, which can also be used as a IAD meaty to cover up wakeup. Unlike other characters, Hit cannot do jump M > jump L > jump L as a combo, with only the first L normal coming out.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Hit/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Since it has higher hitstun and blockstun than j.L, this is Hit's primary crossup normal despite j.L having better range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_jH.png |caption=<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Hit/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is on Smash hit.<br />
* Stalls Hit's air momentum for a brief moment. The opponent can tech immediately after getting hit, limiting the move's uses as a jump-in.<br />
* Due to it stalling air momentum, it can be used as a surprise overhead when pressuring the opponent via jMLH<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_jS.png |caption= STOP RIGHT THERE CRIMINAL SCUM!<br />
|image2=DBFZ_Hit_jS-trigger.png |caption2=<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lsth:DBFZ/Hit/Data|j.S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lsth:DBFZ/Hit/Data|j.S Attack}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Aerial version of his parry. Doesn't attack afterwards but rather teleports behind the opponent. Doesn't freeze time as much either making it more or less a very different move from the grounded counterpart.<br />
* Invincible for a few frames after teleporting, but not enough to guarantee any air normals afterwards.<br />
* Doesn't stop opponent characters gatlings, if they are pressing buttons they will automatically autocorrect to turn and face Hit before attacking.<br />
* Against certain attacks however it can give better meterless rewards if used against slower attacks, like beam attacks. With Hit appearing behind he can then punish with whichever normal he likes.<br />
* Although you might be tempted to punish super dashes with this at close ranges, you must press L very fast after parrying it since the opponent can actually block rather quickly. Nevertheless, it's a strong punish with the proper air combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Hit/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump cancellable.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Vital Point Attack</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_VitalPointAtack.png |caption=''ゴゴゴゴゴゴ...'' <br />
|image2=DBFZ_Hit_DirectHit.png |caption2=<br />
|image3=DBFZ_Hit_InstantBlow.png |caption3=<br />
|image4=DBFZ_Hit_GuardBreaker.png |caption4= Yare, yare daze...<br />
|input=236L<br />
|name=Vital Point Attack<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Stance|subtitle=236L}}<br />
{{#lsth:DBFZ/Hit/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
This stance might look like a taunt as Hit puts his hands into his pockets. Essential to a lot of his gameplay.<br />
* Stance can be cancelled by pressing S. Stance cancel recovery lasts 20f.<br />
* If holding 4 when doing any followups, '''they will not come out.'''<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Direct Hit|subtitle=> L}}<br />
{{#lsth:DBFZ/Hit/Data|236L > L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Fast long-ranged attack.<br />
* Does not spend the wallbounce.<br />
* Has the same Re-center property as Smash! attacks, meaning the opponent is put in the same position on hit every time<br />
* Can be comboed from midscreen with the help of assists.<br />
* Hit's main combo extender in the corner with assists. It also acts as his most solid regular combo ender, as it causes a forced soft knockdown and can lead into any of his supers.<br />
Can be used to frametrap people during a blockstring. Mostly used in conjunction with 214L to mixup. is also plus on block if the opponent is in the air when blocked.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Instant Blow|subtitle=> M}}<br />
{{#lsth:DBFZ/Hit/Data|236L > M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Longer range and harder hitting.<br />
* Spends wallbounce, even if they don't reach a wall.<br />
* Causes a wallbounce if opponent reaches the corner and can be comboed from meterlessly.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Guard Breaker|subtitle=> H}}<br />
{{#lsth:DBFZ/Hit/Data|236L > H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Hit teleports towards the opponent and kicks upwards where it hurts the most.<br />
* Appears in front of the opponent, but the range is limited to around 75% of the screen length, where the attack will then whiff.<br />
* Launches, allowing followups on successful hit.<br />
* Fully invincible against anything from frame 1 making this a huge threat in the neutral game.<br />
* Despite its name it does not break the opponents guard.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Tides of Time</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_TidesOfTime.png |caption= '''''ゴゴゴゴゴゴ...'''''<br />
|image2=DBFZ_Hit_TimeReleaseL.png |caption2=Hope you've practiced your Yamcha Spirit Balls<br />
|image3=DBFZ_Hit_TimeRelease8L.png |caption3=<br />
|image4=DBFZ_Hit_TimeRelease2L.png |caption4=<br />
|input=236M/H<br />
|name=Tides of Time<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=M Stance|version=236M}}<br />
{{#lsth:DBFZ/Hit/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=H Stance|version=236H}}<br />
{{#lsth:DBFZ/Hit/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hit goes into a stance which causes his body to emit blue flames after a few seconds.<br />
* M Version has a small start up, while H Version is a lot faster. Both of them do the same amount of damage.<br />
* Once blue flames are active (17f), Hit is projectile and strike invulnerable. He also becomes immaterial, allowing his opponent to walk right through him.<br />
* L and M followups do not carry invincibility. Hit can be struck out of them before they come out.<br />
* H followup will carry invincibility.<br />
* S stance cancel for both L and M stances are 20f, but H stance recovers faster at 15f:<br />
* L and M stances S earliest cancel window is 10f, whereas H stance cancel window is 8f.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Time Release|subtitle=> L}}<br />
{{#lsth:DBFZ/Hit/Data|236M > L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated up to three times.<br />
* 2L is an overhead, L and 8L are mids.<br />
* '''Counts as strikes.''' Broly's powered shell ain't got no shit on Hit<br />
* Highly unsafe on block, so be sure to cover failed attempts with an assist or a vanish.<br />
Fires sharp lines towards the opponent, with deceptively large hitboxes. Unlike Direct hit, this can be followed up with 3 slashes. Cannot be superdashed through, but the tracking isn't the best. Hit's main combo extension tool when going for good damage.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Instant Blow|subtitle=> M}}<br />
{{#lsth:DBFZ/Hit/Data|236M > M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall bounces in the corner.<br />
* Very similar to the Instant Blow from Vital Point Attack with the small exception that when you do it from this stance, it'll "teleport" you behind your opponent before doing the attack.<br />
* Not a true teleport; Hit can be interrupted if there are projectiles or any other long actives in his path.<br />
* Good move for short conversions where it takes little damage to kill an opponent. Death Blow is an excellent move in tandem with this.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Guard Breaker|subtitle=> H}}<br />
{{#lsth:DBFZ/Hit/Data|236M > H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fully invincible until Hit enters recovery<br />
* Launches and knocks back on hit.<br />
* Wall bounces in the corner.<br />
* Very similar to the Guard Breaker from Vital Point Attack with the small exception that when you do it from this stance, it'll teleport you behind your opponent before doing the attack.<br />
* Knocks back the opponent away from Hit after it launches them, making it a bit harder to convert into a combo. <br />
* Because of the property of the move, 236H-H can be used as a 2-bar reversal that is safe on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Icy Glare</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_IcyGlare.png |caption= Watashi... VANIRRA ICE<br />
|image2=DBFZ_Hit_IcyGlare-positions.png |caption2= Ice, ice, baby...<br />
|input=214L/M/H <br />
|name=Icy Glare<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Hit/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ice originates from Hit himself.<br />
* On hit, you can convert it into a combo by using an assist or vanish.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Hit/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ice originates from slightly less than fullscreen distance.<br />
* Can combo into from midscreen after a 5H.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Hit/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ice originates from about ¾ screen distance.<br />
* Pops the opponent up. Can follow up without the need of a vanish or assist.<br />
<hr><br />
* Hit's command grab. Button can be held to extend the move's range.<br />
* Important tool for opening people up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Deadly Intent</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_DeadlyIntent.png |caption= ZOOOOM<br />
|input=236S<br />
|name=Deadly Intent<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Hit/Data|236S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hit does 3 short dashes (2 if first dash bypasses opponent), can pass through opponent, projectile, and any Super projectile type attacks.<br />
* Hit enters Vital Point Attack stance after finishing his dashes. <br />
* If M or H is pressed while dashing, he goes into his Tides of Time stance. <br />
* If S is pressed while dashing, will cancel stance. Cancel recovery is 20f<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Mark of an Assassin</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_MarkOfAnAssassin.png |caption=MOOOOOOOZ<br />
|input=214S<br />
|name=Mark of an Assassin<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Hit/Data|214S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Projectile invincible from 4f forward<br />
* Hit quickly dashes away from his opponent, moving about as far as a backdash.<br />
* You are safe coming out of this teleport, meaning that if you teleport into a meaty projectile attack you can block it.<br />
* Special cancellable into any other special move or 5S. Earliest cancel can occur at 15f<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Hit_GuardBreaker.png |caption= Yes, good idea, Hit. Kick above your waist with your hands in your pockets, that's real frickin' smart.<br />
|input=A1/A2<br />
|name=Guard Breaker<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Hit/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invincible from 22f to 31f<br />
* Comes out fast and launches the opponent on hit to allow for additional combos. Pretty good in blockstrings too, allowing some characters to go for high / low mixups.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Realized Power</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_RealizedPower.png |caption=''"You won't be able to block this."''<br />
|image2=DBFZ_Hit_RealizedPower2.png |caption2=''"My time skip is unbeatable."''<br />
|input=236L+M (Air OK)<br />
|name=Realized Power<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Hit/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Hit/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground version pops the opponent up. Can DHC another super before or after the animation, allowing you to either stay or switch sides with the opponent.<br />
* Air version dumps the opponent straight down. Hit also teleports on the ground afterwards.<br />
* Minimum damage is 203*4.<br />
* Hit's main air combo ender for when you won't get a knockdown and you just want the damage. Can now DHC into most supers on air hit. <br />
* If blocked, Hit will bounce off the opponent, which can grant them a punish.<br />
* Optimal followup after a succesful ground counter. Although you might be tempted to vanish, do it only if it will get your opponent in the corner, since the scaling as well as Hit's poor air options will remove most of the route's effectiveness.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Death Blow</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_DeathBlow.png |caption=''"Now then, it's time for me to make the donuts."''<br />
|image2=DBFZ_Hit_DeathBlow2.png |caption2='''''SNIPED!'''''<br />
|input=236H+S<br />
|name=Death Blow<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Hit/Data|236HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A very fast fullscreen projectile that will make people think twice about shooting those pesky beams.<br />
* Realized Power is preferable for short conversions from moves like 5S and 236MM, and gives a big damage reward if you have the meter to burn. <br />
* As of the latest patch, consumes all of your meter for extra damage, up to 6564 damage raw if you spend 7 bars. 2564 for 1 bar scaling 1,000 dmg per bar up to 4 bars and 500 dmg per bar every bar after 4. This is great damage, however it's meterburn capabilities can make it tricky to use, and if it doesn't kill the situation afterwards can be a bit messy. It's amazing at finishing off an opponent if Hit is solo, or if the meter you have wouldn't kill an opponent. Or if you just want to burn the meter to look cool, which is also an option.<br />
*Is basically a fucking gun<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">I Keep Improving</font> ======<br />
{{MoveData<br />
|image=DBFZ_Hit_IKeepImproving.png |caption=''"This is the stance!"''<br />
|image2=DBFZ_Hit_IKeepImproving2.png |caption2=''"I continue to improve."''<br />
|input=214L+M or 214H+S<br />
|name=I keep improving<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Hit/Data|214HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 3 Ki Gauges.<br />
* 1755 minimum damage.<br />
* Standard level 3 reversal.<br />
High damage combo ender. Its main utility lies in the fact that it ignores sparking blast's healing effect, making it a very good choice for killing characters that would otherwise survive the combo. Since it also gives a hard knockdown and the animation takes fairly long, it is a very good combo ender all around.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Hit/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Hit/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Hit]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Janemba&diff=130743DBFZ/Janemba2019-10-10T13:15:24Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Janemba<br />
|-<br />
||<br />
[[File:DBFZ_Janemba_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Janemba/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Zoning, Unorthodox<br />
;Team Role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Born from the body of a worker in the Other-World being possessed by escaped souls from the Soul Cleansing machine, Janemba is a heartless demon with a similar personality to Kid Buu, as well as similar powers. Janemba's base form (a large, yellow creature which appears in his intro sequence) is similar to Majin Buu, as a childish yet Godly powerful warrior. Janemba has the ability to bend reality to his will, as he did with Hell, and in his super form (the form he takes in FighterZ), he can change a small rock into a giant pillar, or a small toy into a sword. He is also capable of changing his body at will, such as change into cubes to teleport, or create portals for individual parts of his body. Janemba was defeated by Super Gogeta, the fusion of Goku and Vegeta, and was only defeated due to Gogeta's overwhelming power, allowing the Other-World workers to restore Hell to its normal state.<br />
<br />
In Dragon Ball FighterZ, Janemba is an unorthodox zoner-like character, who has very strong pressure and long ranged tools to manipulate the match to his will, and make the opponent guess several times of where he might show up next to hit them. <br />
<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 />
* Incredibly strong keepaway game, can easily beat out ki blasts with 236X and has many strong tools for long range play.<br />
* Very powerful range with his normals and specials, while they can be a bit slow they are very easy to use due to the disjoints on his sword moves. His other normals are very strong as well.<br />
* 214S/236S are very strong options for escaping pressure - while they can be beaten out easily, they are still strong for escaping pressure and whiff punishing them can be difficult.<br />
* Can get SKD off of Superdash with j.2M. This gives Janemba a lot of momentum.<br />
* 236HS automatically drags the opponent to the corner, giving Janemba a great way to start corner pressure.<br />
* j.214x series allows for lots of oki setups.<br />
* Teleports, through either autocombo or 214S/236S, allow Janemba to set up a lot of tricky mixups on snapped opponents, especially with the right assists.<br />
* His assist can enable a lot of characters to get big damage or air Dragon Rush, due to it tracking.<br />
* 22S forces opponents to stop using projectiles and assists during neutral, as on successful counter can either get a combo or start pressure<br />
* One of the best intros in the game.<br />
* Very big sword; swords are cool.<br />
| style="width: 50%;"|<br />
* Huge hitbox, allows him to get fuzzied very easily.<br />
* Assist is very mediocre, and while it does open up a lot for characters to get SKD, it also is hard to use in pressure due to it being ki blasts and for general neutral play, making it exclusively a combo assist.<br />
* Somewhat slow in terms of his moves, making it hard for him to get set up sometimes.<br />
* His escape option in teleports, while good, can get a bit predictable after a while, and can easily be beaten out by superdash. This makes it hard for Janemba to get out of some pressure situations, as it can be very easy for the opponent to simply beat out his escape option and start it all over again.<br />
* All teleports only use purple and pink squares instead of true gold and blue cube deconstruction, making him absolutely unplayable due to lack of accuracy.<br />
* His tail comes out of the middle of his back.<br />
|-<br />
|}<br />
{{#lst:DBFZ/Janemba/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_5L.png |caption=Dende almighty, ''PLEASE'' don't let this become a low.<br />
|image2=DBFZ_Janemba_5LL.png |caption2=eSports normal<br />
|image3=DBFZ_Janemba_5LLL.png |caption3=*teleports behind u*<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Janemba/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Cell jab<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Janemba/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground bounces like Bardock<br />
* Also boasts an incredibly large, Bardock-like hitbox<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Janemba/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports forward. Only hits if he crosses over.<br />
* Switches sides on hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_5M.png |caption=Chuck Norris would be proud.<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Janemba/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good range. moves him forward.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_5H.png |caption=SLASH 'EM<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Janemba/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Deflects Ki blasts like other sword normals.<br />
* Any normal > 5H is NOT a true blockstring.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_5S.png |caption=Ls aren't the only thing being handed out<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Janemba/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 5S, 2S, j.S are similar and has some limited tracking.<br />
* Hold or mash S to shoot all 4 Ki blasts.<br />
* Can controls where he shoots with {{5}} {{1}} {{3}} {{6}} <br />
* Without inputs, the order is 5316.<br />
* 5 and 6 ground bounces airborne opponent.<br />
* Last Ki blast ground bounces even grounded opponent if it's 5 or 6, pops up grounded opponent if it's 1 or 3.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_2L.png |caption="wHy cOuLdN't YoU bE a LoW"<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Janemba/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Basically Cooler's 2L, exchanges the low property for huge range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_2M.png |caption=Janemba breaks it down<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Janemba/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Only low.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_2H.png |caption=Goku Black 2H rotated 90°.<br>Wait the minute, Hyde Kido is that you?<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Janemba/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Anti-air. Deflects Ki blasts. <br />
* Huge vertical range, it's as tall as the screen is. Horizontal range is absolutely pathetic.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_2S.png |caption=6DD > 2DD<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Janemba/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Slightly floats off the ground.<br />
* Cancellable from 5S.<br />
* Unlike 5S and j.S, can't control the first Ki blast's direction.<br />
* No input order is 1536.<br />
* Can be cancelled into 2M for a sliding knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_6M.png |caption=Almost a poke<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Janemba/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Sword normal overhead.<br />
* Deflects Ki blasts.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_jL.png |caption=Sock it to 'em<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Janemba/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good range for a j.L<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_jM.png |caption=The true demon is my IAD crossup<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Janemba/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* placeholder<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_jH.png |caption=Charlotte's j.H<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Janemba/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Deflects Ki blasts.<br />
* Halts momentum and ground bounces grounded opponent.<br />
* Use j.L or j.M for IAD overhead instead.<br />
Huge hitbox. Despite it being like Hit's j.H it still has uses, especially in 2H Smash combos, as it is easier to set up j.214x oki with this move due to being able to special cancel it. It's not the best in neutral but it can be somewhat useful in the corner to keep your opponent in place, although this is tricky.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_jS.png |caption= j.5DD > j.6DD<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Janemba/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 5S but in the air.<br />
* Freezes momentum.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_j2H.png |caption= Kokonoe called, she wants her j.C back<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Janemba/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Gigantic wall bounce.<br />
* Deflects Ki blasts.<br />
* Moves Janemba backwards<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Shadow Kick</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_j2M.png |caption=Footdive without the diving.<br />
|input=j.2M<br />
|name=Shadow Kick<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Janemba/Data|j.2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Tracking overhead that causes sliding knockdown on Smash hit.<br />
* Janemba teleports to the ground on hit. This makes frame advantage the same regardless of where you use it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Demonic Blade</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_DemonicBlade.png |caption=Michael Sword!<br />
|image2=DBFZ_Janemba_DemonicBlade2.png |caption2=Air Michael Sword!<br />
|input=236L/M/H (Air OK)<br />
|name=Demonic Blade<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ridiculous range, deflects Ki blasts.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lsth:DBFZ/Janemba/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/Janemba/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Reaches about half screen, no step forward.<br />
Faster AND safer than a beam.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lsth:DBFZ/Janemba/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/Janemba/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall bounces.<br />
* Ground version takes a step forward before attacking.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lsth:DBFZ/Janemba/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/Janemba/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Bigger wall bounce. <br />
* Range inbetween 236L and 236M<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Mystical Arm</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_MysticalArm.png |caption=Thanks for the command grab, Piccolo<br />
|input=214L/M/H <br />
|name=Mystical Arm<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Janemba/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Always causes sliding knockdown.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Janemba/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall bounces on Smash hit, SKD on non-Smash.<br />
* In the corner, can be followed up with 2M.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Janemba/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Big wall bounces on Smash hit, SKD on non-Smash.<br />
* Can be followed up even midscreen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hell Gate</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_HellGate.png |caption=I-no what you are thinking<br />
|image2=DBFZ_Janemba_HellGate2.png |caption2=Milia should have this<br />
|input=j.214L/M/H <br />
|name=Hell Gate<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Janemba/Data|j.214L}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Janemba/Data|j.214M}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Janemba/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Shoots an electric ball with no hitbox that slowly travels along the ground.<br />
* Hold up during startup to make the ball floats higher up.<br />
* Balls detonate themselves after a while or when they touch the corner.<br />
* Pressing L while j.214L ball is still out will detonate it early instead of giving you L normals, same with j.214M, j.214H and their respective buttons.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Phantom Shift</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_PhantomShift.png |caption=Boy you SEEN them teleports?!<br />
|input=236S or 214S (Air OK)<br />
|name=Phantom Shift<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=236S}}<br />
{{#lsth:DBFZ/Janemba/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=214S}}<br />
{{#lsth:DBFZ/Janemba/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports a set distance. Invulnerable from frame 4, making it a very strong escape option.<br />
* After inputting either versions, holding any of the 8 directions will still make him teleport to that direction anyway. Default is {{6}} for 236S and {{4}} for 214S.<br />
* Grounded {{2}} stays in place, {{1}} and {{3}} teleports slightly closer than {{4}} and {{6}}. All 5 off these versions keep Janemba grounded.<br />
* Air versions can only be performed once until landing, can also teleport back to the ground.<br />
* Both ground and air versions don't consume air options, they also keep super jump's momentum control.<br />
You can ''Super Jump Install'' the ground teleports for some left-right mixups with super jump's float and fast fall. Simply input any jump direction in between 236/214 and S, you can still pick a different teleport direction afterward. Do note that despite this having the same notation as a tiger knee (2369S), you're inputting S before Janemba actually jumps, while a tiger knee would be inputting it after he has jumped.<br />
<br />
SJI teleport can easily be done mid-blockstring with Sparking, since every normal becomes jump cancellable. Without Sparking, you'll have to SJI a grounded normal at the start of the string, for example: IAD j.M ▷ 2~8L > 5LL > 5M > 2M > 214S~9. {{8}} and L has to be inputted on the same frame, doing a super jump and 5L at the same time, thus "installing" the super jump into your string. Then when you later do a normal teleport, it'll have super jump's momentum control. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Dimensional Hole</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_DimensionalHole.png |caption=Literally just Growler<br />
|image2=DBFZ_Janemba_DimensionalHole2.png |caption2=P L U S 2 2<br />
|input=22S (Air OK)<br />
|name=Dimensional Hole<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lsth:DBFZ/Janemba/Data|22S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lsth:DBFZ/Janemba/Data|22S Attack}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Absorbs non-Super projectiles.<br />
* Considers ALL assists as projectiles.<br />
* After absorbing, shoots a tracking projectile from behind the opponent. He is able to act almost immediately after doing so<br />
* When absorbing a projectile, Janemba is completely invincible to anything and everything until he counters back (including Lv. 3s)<br />
* Virtually unpunishable on successful counter<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Janemba_Assist5S.png |caption=Gotenks Assist 2: Air Side Swap<br />
|input=A1/A2<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Janemba/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 5S but shoots from {{5}} twice.<br />
* Second Ki blasts ground bounces.<br />
* Fullscreen tracking, enable extensions even at high up.<br />
<br />
The ultimate double edged sword, Janemba's assist is both really strong and not that good. While it does enable a lot of characters to have unique setups into high-up combos, or even enable characters to get Dragon Rush in the air mid screen or in the corner without spending a meter, it also does not have too much use outside of that. As a pressure tool it is almost impossible to use - while Janemba is hard to hit himself during the assist so it will not be interrupted, it is simply two ki blasts and they can be easily reflected or superdashed through. This can be used for baits, but it is still hard to effectively use this properly. In neutral, it is hard to use for the same reason - it's tracking helps a lot, but it is simply two ki blasts and can be easily dealt with by most characters. He can use it similarly to Gotenks assist, and as such setups with Gotenks usually work with Janemba (although a bit worse) and in the air it is much better than it is on ground, but you still might not get a lot off of this. It's not the worst assist in the game, but it's not amazing either.<br />
<br />
This assist really emphasizes Janemba's spot on the team as a point character, sometimes a mid - it can open up a lot, but you won't lose much if he dies and you can't use it.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Rakshasa's Claw</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_RakshasasClaw.png |caption=Johnny Mist Finer but it costs a bar<br />
|image2=DBFZ_Janemba_RakshasasClaw2.png |caption2=s c h w i n g<br />
|input=236L+M (Air OK)<br />
|name=Rakshasa's Claw<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Janemba/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Janemba/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 815<br />
* Causes sliding knockdown.<br />
* Teleports back to the ground on hit.<br />
* Cinematic Super, cutting it early by DHC does slightly less damage without any benefit.<br />
* Is Janemba's DHC Super.<br />
* Always leaves you +4 on hit, no matter the height you started at before the super<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Savage Skewer</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_SavageSkewer.png |caption=First I dab with the rock...<br />
|image2=DBFZ_Janemba_SavageSkewer2.png |caption2=Then I stab with the rock<br />
|input=236H+S<br />
|name=Savage Skewer<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Janemba/Data|236HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Minimum damage: 799<br />
* Corner carries.<br />
* Also a cinematic Super, cutting it early ruins the corner carries AND does slightly less damage.<br />
* Doing j.236H+S will get Rakshasa's Claw.<br />
* Unscaled damage is the year that his movie came out.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Needle Light Shower</font> ======<br />
{{MoveData<br />
|image=DBFZ_Janemba_NeedleLightShower.png |caption=Hold on let me get my Mix tape started<br />
|image2=DBFZ_Janemba_NeedleLightShower2.png |caption2= '''''LET IT OUUUUUUUUUUUUUT...'''''<br />
|input=214L+M or 214H+S (Air OK)<br />
|name=Needle Light Shower<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Janemba/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Janemba/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 1672<br />
* Air version will always teleport Janemba back to the ground afterward.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Janemba/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Janemba/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Janemba]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Jiren&diff=130742DBFZ/Jiren2019-10-10T13:14:48Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Jiren<br />
|-<br />
||<br />
[[File:DBFZ_Jiren_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Jiren/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Power<br />
;Team Role<br />
:Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
==Overview==<br />
The strongest mortal of Universe 11, so powerful that he surpasses many universes' Gods of Destruction. From his dark past of the destruction of his home from an unknown being, he fell on the belief that strength is justice, and that he cannot trust anyone for the sake of maintaining his strength. A member of the Pride Troopers, he encounters Goku and the rest of Universe 7 during the Tournament of Power, where he serves as their most challenging foe and the final obstacle between victory or being erased from existence; through Goku, however, he learns of Universe 7's power of trust, and overcomes the dark past that haunted him for so long.<br />
<br />
Jiren the Gray pummels his way into ''Dragon Ball FighterZ'' as a DLC character. Much like his fighting style in the Tournament Of Power, he has multiple counter-moves that allow him to either start a combo or reset neutral. With moves that allow him to plow through his opponent's offense, as well as ways to deter them from being careless, Jiren can certainly gain control of the game and destroy his opponent if they try to reclaim it.<br />
<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 />
* Extreme damage<br />
* Very large normals with huge hit boxes make for efficient confirms<br />
* Air projectiles allow for easy confirms into full combos<br />
* Many ways to approach, including projectile-invulnerable moves<br />
* Versatile toolkit<br />
* Boasts a frame 1 wake-up counter for normals at the cost of a bar.<br />
* Combo structure allows for solid synergy with most assists<br />
* Atypical combo structure allows for damaging confirms from vanishes<br />
* 2H and 2S allow Jiren to basically control where his opponent is going at all times, which is very useful for forcing them into the corner<br />
* Great assist, as it causes wallbounce which can not only enable longer, stronger combos, but also snap setups. The amount of blockstun the move puts the opponent in doesn't hurt either.<br />
* Fought and nearly won against an angel tier technique/form with nothing but sheer power and speed<br />
* Is beyond time itself.<br />
* Is basically a god.<br />
* 👽<br />
| style="width: 50%;"|<br />
* Atypical combo structure makes him difficult for beginners<br />
* Has difficulty scoring sliding knockdowns outside of the corner<br />
* Below average buttons on block<br />
* Big frame, which means he gets fuzzied very easily.<br />
* His 5H isn't a terrible command grab, but it's not a very good one either. Jiren not truly having a 5H kind of hurts him, as he does not entirely have a strong heavy button to end some blockstrings in, meaning his blockstrings have to be a little more creative.<br />
* Has the body structure of Gru<br />
* Character development likely hidden in Area 51<br />
* Has more lines in one match than in the entire Tournament of Power<br />
* Dragons<br />
|-<br />
|}<br />
<br />
{{#lst:DBFZ/Jiren/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_5L.png |caption=<br />
|image2=DBFZ_Jiren_5LL.png |caption2=<br />
|image3=DBFZ_Jiren_5LLL.png |caption3='''''Owari Da'''''<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Jiren/Data|5L}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Jiren/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Lightly launches the opponent<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Jiren/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Projectile<br />
* [] is on Smash hit.<br />
Easily the coolest looking autocombo ender in the game.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump-cancelable on hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_5H.png |caption=<br />
|image2=DBFZ_Jiren_5H2.png |caption2= I'm blasting your nuts off and there's nothing you can do<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Unique grab that can be combo'd from (and into).<br />
* Can only be used once per combo<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_5S.png |caption=Death Blow mk. 0<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can destroy other Ki blasts and hit the opponent at the same time<br />
* Cannot be superdashed through<br />
The closest thing Jiren has over a beam. Being a 5S move, it carries some interesting properties like being able to gatling into Heavies and 2S, as well as being vanish cancelable on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_2L.png |caption=Standalone Broly 5LL<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Scales like a medium attack, making it a powerful starter<br />
* Chains out of 5LL<br />
This is what dreams are made of. The ultimate stagger pressure tool and ToD starter. It also makes the screen shake.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_2M.png |caption=RICH BLONDE SWEEP<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jiren's only low.<br />
* Very slow.<br />
* Easily half screen range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_2H.png |caption=Bounce 'em off the other wall<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Counts as grounded.<br />
* Uses up Jiren's Smash.<br />
* Launches higher with more hitstun if Smash hasn't been used.<br />
* Causes a wallbounce behind Jiren.<br />
An interesting 2H that only really sees use if you're in the corner. It bounces the opponent off the wall behind Jiren, causing a sideswitch.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_2S.png |caption=The ''other'' 2H<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Uses up Jiren's Smash.<br />
* Launches higher with more hitstun if Smash hasn't been used.<br />
* Reflects weak projectiles<br />
* Always wallbounces in the corner<br />
Even though this move's input is 2S, it functions like every other character's 2H: an attribute invincible anti-air. However, Jiren's 2S has armor instead of invincibility, so your enemy has to deal with the humiliation of seeing freeze frames of them bouncing off of Jiren's chest before being launched to the moon. This move is also Jiren's primary grounded way of comboing into superdash post-smash use (I.E. after 5H).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Counts as airborne.<br />
* Uses the same hitboxes and hurtboxes of Jiren's j.H.<br />
Jiren's low threat is pretty lacking so you most likely won't be using this much.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_jL.png |caption=bop<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Double-jump-cancelable.<br />
Useful combo extention tool in the corner after j.2S.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_jM.png |caption= bam BAM<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Double-jump-cancelable.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_jH.png |caption=WHAM<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is on Smash hit.<br />
* Knockdown state changes depending on Jiren's usage of his Smash.<br />
* Autocombo version wallbounces in the corner and provides one random Dragon Ball.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_jS.png |caption=Air-to-air fireball and '''''COMBO EXTENDER, BABY!'''''<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Causes a light wallbounce<br />
* High untech time<br />
* Can be used immediately off the ground as a standard Ki Blast instead of 5S<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_j2H.png |caption=Spin to Win<br />
|image2=DBFZ_Jiren_j2H2.png |caption2=This joke has been made before<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is on fully charged.<br />
* Charged, causes a sliding knockdown.<br />
* Uncharged, only cause a sliding knockdown if it hits early.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_j2S.png |caption=''*cries in Teen Gohan*''<br />
|name=j.2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|j.2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Groundbounces<br />
* Combos into fully charged j.2H in the corner<br />
* One of Jiren's best tools, as it can lead to full combos easily with assists<br />
* Can end combos relatively close to the ground with this & convert into Level 1 mid-screen<br />
}}<br />
}}<br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Infinity Rush</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_InfinityRush.png |caption= *Inevitability intensifies*<br />
|input=236L/M/H (Air OK)<br />
|name= Infinity Rush<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Jiren/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=j.L}}<br />
{{#lsth:DBFZ/Jiren/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Because of it's disjointed hitbox, the air version can be used to prevent superdashes after j.S/j.2S.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Jiren/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=j.M}}<br />
{{#lsth:DBFZ/Jiren/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Wallbounces<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Jiren/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/Jiren/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Launches the opponent<br />
*Covers a longer distance<br />
*Ground version combos into 5H in the corner<br />
*Air version groundbounces; so long as Jiren doesn't touch the ground upon connecting with this version, j.H causes a sliding knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shock Tornado</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_ShockTornado1.png |caption=Wait for it...<br />
|image2=DBFZ_Jiren_ShockTornado2.png |caption2='''''"PREDICTABO"'''''<br />
|input=214L/M/H<br />
|name=Shock Tornado<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Jiren/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Jiren/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Jiren/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Jiren prepares for a counter-attack. When hit with a '''physical''' non-super attack, Jiren spins the opponent into the air with a judo throw. <br />
*'''L''' version causes him to stand, which counters only mid and high attacks. '''M''' version has him crouching, which only counters on low attacks. <br />
*'''Heavy''' version counters all non-super physical attacks. <br />
*All versions can be followed up with a Vanish.<br />
*Will not counter projectiles. <br />
*Will not counter command grabs.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Grand Charge</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_GrandCharge.png |caption=Shades of Juggernaut<br />
|input=236S<br />
|name=Grand Charge<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|236S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invulnerable to projectiles while the barrier is up<br />
* Ridiculously high damage combo filler<br />
This move is too slow to use effectively in neutral, but it functions as a devastating frametrap in blockstring. You get a massive combo if it trades and it jails into vanish.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Impact</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_CounterImpact1.png |caption=''"I'm waiting!"''<br />
|image2=DBFZ_Jiren_CounterImpact2.png |caption2=*teleports to you to blast your nuts off*<br />
|input=214S<br />
|name=Counter Impact<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|214S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Counter attack that works against projectiles.<br />
* Jiren teleports to the opponent's location on a successful counter, even if the opponent is airborne.<br />
* Can hold the button to extend parry duration.<br />
The opponent can delay vanish or reversal out, but if that happens you can vanish/reversal their attempt to get out and win anyway.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Jiren_InfinityRush.png |caption=Yamcha Assist ver. Beta<br />
|input=A1/A2<br />
|name=Infinity Rush<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Causes a wallbounce<br />
* Siginficant blockstun<br />
Jiren's assist is comparable to Kid Buu's. It has really good blockstun, but it is hard to use in midscreen combos due to the height and untechable time of the wallbounce.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
====== <font style="visibility:hidden" size="0">Colossal Slash</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_ColossalSlash.png |caption=tha '''WHEEL'''<br />
|image2=DBFZ_Jiren_ColossalSlash2.png |caption2='''BE FREE, WHEEL'''<br />
|input=236L+M (Air OK)<br />
|name=Colossal Slash<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Jiren/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Jiren/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 1 Ki Gauge<br />
* If used on the ground/as a DHC, sets up an IAD safejump that beats 2H<br />
* Minimum damage: 74*11 (814)<br />
All things accounted for, this is a good super. However, it is overshadowed by it's H+S counterpart.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Colossal Uppercut</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_ColossalUppercut.png |caption=Should be called ''"Silver Patriot"''<br />
|image2=DBFZ_Jiren_ColossalUppercut2.png |caption2='''GET THE F*CK OFF MY STAGE'''<br />
|input=236H+S<br />
|name=Colossal Uppercut<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|236HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 1 Ki Gauge<br />
* Not invincible until after startup<br />
* Pitiful horizontal range<br />
* Minimum damage: 888<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blazing Magnetron</font> ======<br />
{{MoveData<br />
|image=DBFZ_Jiren_BlazingMagnetron.png |caption=''"This attack decides it!"''<br />
|image2=DBFZ_Jiren_BlazingMagnetron2.png |caption2=''"I was joking the other times, but this one might actually blast your nuts off"''<br />
|input=214L+M or 214H+S<br />
|name=Blazing Magnetron<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Jiren/Data|214HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 3 Ki Gauges<br />
* Results in a hard knockdown on hit.<br />
* Minimum Damage: 400*2, 989 (1789)<br />
* Deceptive range, explosion and red smear all are hitboxes that lead to full connect. This means that it has a small hitbox behind Jiren as well, which also connects.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Jiren/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Jiren/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Jiren]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Krillin&diff=130741DBFZ/Krillin2019-10-10T13:14:19Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Krillin<br />
|-<br />
||<br />
[[File:DBFZ_Krillin_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Krillin/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Misdirection, Pressure<br />
;Team Role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Originally training at the Orin Temple until running away to escape bullying from his peers, Krillin trained with Goku under Master Roshi in their youth. He would become one of Goku's best friends and most stalwart allies, even after Goku surpassed him as a martial artist. After Cell's defeat, he would go on to marry Android 18, having a daughter with her named Marron and eventually finding work as a police officer in West City.<br />
<br />
In ''Dragon Ball FighterZ'', Krillin is a short character with short reaching normals that can make straight forward approaches somewhat difficult. However, he makes up for this in other ways with more tricky options such as his Afterimage Strike and the utility he can add to your team with his Senzu Bean assist.<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 />
* Strong corner oki with rock mixups<br />
* Versatile projectiles with ki blasts and chargeable kamehameha<br />
* Using senzu assist can potentially heal a large amount of blue life<br />
* Multiple tools to reset pressure, e.g. EX rock, feints, 2S<br />
* Fast, with a good command over neutral when backed with assist<br />
* Great battery character<br />
* Has a hot wife<br />
| style="width: 50%;"|<br />
* Poor range, has a few long reaching normals but most are stubby (particularly his air normals)<br />
* Can get steamrolled easily<br />
* AAs can be somewhat awkward due to unorthodox hitboxes and AA tools<br />
* Needs assist for his best mixups<br />
* Unarguably has the worst assist in the game<br />
|-<br />
|}<br />
{{#lst:DBFZ/Krillin/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_5L.png |caption=<br />
|image2=DBFZ_Krillin_5LL.png |caption2=<br />
|image3=DBFZ_Krillin_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Krillin/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has the range of SSJ Goku's jab.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Krillin/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Counts as grounded.<br />
Moves him forward a decent amount, good for pressure<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Krillin/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Counts as grounded.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_5M.png |caption= Allow us to introduce ourselves~<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* One of the better-reaching standing mediums in the game with a lot of forward momentum.<br />
* The fastest startup for a 5M in the game.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_5H.png |caption= How to please Android 18<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text= <br />
* Similar to his 5M, it has one of the better-reaching standing Heavies in the game with a lot of forward momentum.<br />
* Tied with a few other characters for the fastest startup for a 5H in the game, but still slower than Adult Gohan.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_5S.png |caption=The Last Kibender<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Krillin fires two projectiles simultaneously, the first prorating the second's damage to 400.<br />
* Pressing S again while the projectiles are active causes them to angle upwards, coming back down to hit the ground after 60~ frames.<br />
* Press 4S to redirect only one of the blasts.<br />
* The properties of the Ki blasts differ when their angle is changed:<br />
** A linear hit will keep the opponent standing.<br />
** Falling Ki blasts will pop opponent up in the air, but hitstun is still the same as a direct hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* One of Krillin's lows. Has short range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Krillin's main low normal.<br />
Sliding low, much less range than 5M.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_2H.png |caption="YA LIKE THAT 18?!"<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal anti-air.<br />
Standard AA option with Krillin. Has short range so you need to let the opponent get deep into the move before throwing it out. Low recovery making it hard to whiff punish.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_2S.png |caption= "18 taught me this one."<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Causes an explosion on the ground that launches Krillin to the same height of a normal neutral jump.<br />
* If it hits the opponent on the ground, they too are launched to the same height as Krillin.<br />
* Krillin can hold forward or back during his launch to move in that direction near the apex of the jump with better lateral speed than a normal jump.<br />
* Allowing him to jump during a blockstring, Krillin can always attempt an escape and a variety of mixups.<br />
* On hit, Krillin can follow up immediately with buttons if he moves forward towards the launched opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has short range.<br />
Mostly used during an aerial blockstring.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good air to air normal.<br />
Hits twice, but getting both hits to connect in combos can be finnicky depending on the juggle height.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_jH.png |caption= YA LIKE THAT?<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is on Smash hit.<br />
* Sends the opponent downwards.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_jS.png |caption=YOUR 2H MEANS NOTHING TO MY KI BLASTS<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Pressing S again after the Ki blasts have been fired will make the Ki blasts curve downward towards the ground.<br />
* Press 8S to redirect the Ki blasts up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Sends the opponent upwards.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_j2S.png |caption= The Marron Maker<br />
|name=j.2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|j.2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Fires a Ki blast directly down below Krillin.<br />
Good for beating anti-air attempts directly below Krillin. <br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Afterimage</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_AfterimageStrikeL.png |caption=Zanzoken<br />
|image3=DBFZ_Krillin_AfterimageStrikeH.png |caption3=<br />
|input=236L/M/H (Air OK)<br />
|name=Afterimage<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Krillin/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hold the button to make the Krillin that jumps forward into an afterimage instead.<br />
Doesn't go far but has quick startup. Air version is ideal for ending corner air combos as it causes sliding KD and sends him toward the ground, giving him plenty of time to set up oki. Just keep in mind that in combos with too much hitstun scaling, 236L may allow the opponent to tech before they hit the ground. j.H should be used as the ender for these combos.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Krillin/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hold the button to make the Krillin that jumps forward into an afterimage instead.<br />
The M version goes further and is more suited for neutral than pressure. Used from up close this move will likely whiff over your opponent's head.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Krillin/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Feinting the ground version makes krillin run in below the afterimage.<br />
* Feinting the air version makes krillin fall to the ground.<br />
A tricky tool, but the ground feint is risky since it moves you close. The air version is very fast and done immediately from a jump attacks very low to the ground.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/Krillin/Data|j.236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/Krillin/Data|j.236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/Krillin/Data|j.236H}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Senzu Bean</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_SenzuBean.png |caption='''''"SENZU BEAN!"'''''<br />
|image2=DBFZ_Krillin_SenzuBean-2.png |caption2=Character defining move.<br />
|input=214L/M/H (Air OK)<br />
|name=Senzu Bean<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Krillin/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/Krillin/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Krillin auto jumps if used on the ground.<br />
* Throws a rock almost half screen.<br />
* If assist 1 has blue health, turns around and throws them a bean.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Krillin/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/Krillin/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Throws a rock full screen.<br />
* If assist 2 has blue health, turns around and throws them a bean.<br />
* Can be used for oki from a bit further out from the corner.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Krillin/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/Krillin/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Throws both L and M rocks at the same time.<br />
* If Krillin has blue health, turns around and bounces a bean off the wall back to him.<br />
* The bean can only be picked up once it's on the ground.<br />
* If you miss the bean, it will stay on the ground for about 5 seconds. During this time your assists, the opponent, and their assists can also pick it up.<br />
* Very fast startup and cancels to air options quickly, good tool to reset pressure.<br />
-------<br />
* Senzu Beans will heal all of your blue health, but only 1000 of opponent's blue health.<br />
* Max 3 beans per match.<br />
* Once you've used up all the Senzu beans, only rocks will be thrown.<br />
* Rocks will bounce off the corner.<br />
* The rocks are now worthless for oki, you can no longer airdash after rock throw.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_Kamehameha.png |caption=Jump while charging a shot via run-and-gun....sounds like one of another of Mayumi Tanaka's roles...<br />
|input=236S (Chargeable) (Air OK)<br />
|name=Kamehameha<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Krillin/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Krillin/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is holding down S.<br />
* Wall bounces.<br />
* Holding the button will allow Krillin to jump around while charging. Can't superjump nor airdash.<br />
* Can only charge for a limited amount of time if he stays on the ground.<br />
* While in air, can be hold indefinitely and released on demand. However, the instant Krillin touches the ground he will shoots it out.<br />
Standard tool for zoning that beats super dash. The ability to hold a charge as well as use it in the air makes it a bit more versatile than some other beams.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Solar Flare</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_SolarFlare.png |caption= '''''"SO-FLAH!!!"'''''<br />
|input=214S<br />
|name=Solar Flare<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|214S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has a large hitbox both vertically and horizontally, and long hitstun.<br />
* Has anti-air properties.<br />
Safe on block and can be plus on air block. Good move to frame trap with at the end of a string, ideally with an assist behind it to continue pressure on block and pick up a combo on hit. Gives a lot of Ki on hit.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Krillin_AssistSenzuBean.png |caption= "What, do you think I'm just giving these away? Cause I'm not."<br />
|input=A1/A2<br />
|name=Senzu Bean<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Throws a rock by default.<br />
* Rock throw aims at the opponent's position.<br />
* If the point character has blue health, input 4A1/A2 to throw a Senzu Bean.<br />
* Senzu Bean tracks where the point character is but has very short range.<br />
Senzu Bean can be a decent reversal of momentum, however, it provides no space control, and can even be picked up by the opponent. Be careful when using this assist, as it can backfire without proper coverage.<br />
<br />
The rock's usefulness in neutral is limited since it can be super dashed through and easily avoided by moving. But in corner pressure and oki his teammates can make use of his rock.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Destructo-Disc</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_DestructoDisc.png |caption=''"I'm not dying today!"''<br />
|image2=DBFZ_Krillin_DestructoDisc-2.png |caption2=''"Barrage!"''<br />
|input=236L+M or 236H+S<br />
|name=Destructo-Disc<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Destructo-Disc}}<br />
{{#lsth:DBFZ/Krillin/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Chain Destructo-Disc Barrage|subtitle=Destructo Disc > Any Button}}<br />
{{#lsth:DBFZ/Krillin/Data|236HS > H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invulnerable from frames 9 to 15.<br />
* Each additional button press throws one more disc for one extra meter. Can throw a total of 5 discs.<br />
* Deals significant chip damage on block.<br />
* Minimum damages for all discs are 800, 300*3, 500.<br />
Mashing additional discs is less efficient damage for meter than using a DHC or level 3, but it can be good to do if one super just barely won't kill and you want to keep Krillin in.<br />
<br />
This super has a very short animation, so with the right assist (e.g. Vegeta or Gotenks) called immediately before using it Krillin can combo into another disc without getting the lower damage version from mashing. In terms of damage this is stronger than a DHC, so if you have an appropriate assist on your team you should practice doing this instead of DHCs in your 2 or 3 bar kill combos.<br />
<br />
[https://www.youtube.com/watch?v=RqiTVTAFIrs Example combo]<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Scattering Energy Wave</font> ======<br />
{{MoveData<br />
|image=DBFZ_Krillin_ScatteringEnergyWave.png |caption=''"That's it! I can't take it anymore! I can only be pushed so far!"''<br />
|image2=DBFZ_Krillin_ScatteringEnergyWave-2.png |caption2='''''"KRILLIN LIMIT BREAK!"'''''<br />
|input=214L+M or 214H+S<br />
|name=Scattering Energy Wave<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Krillin/Data|214HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invulnerable from frames 1 to 21<br />
* Costs 3 bars.<br />
* First half of the move is a Lv3 beam, but the second half is only Lv1 projectiles that can be super dashed through.<br />
* The projectile cloud can be used for mixup like Piccolo's Hellzone Grenade, albeit at thrice the cost and while not being as effective.<br />
* No mater which part hits first, using this raw will always deal 100% recoverable health and doesn't give Krillin any followup opportunity.<br />
* Minimum damage is 1660.<br />
After Krillin sends the beam upward the projectiles will stay on top of his opponent's current location. If this is blocked at close range, the opponent will have a hard time landing a full combo punish.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Krillin/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Krillin/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Krillin]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Majin_Buu&diff=130740DBFZ/Majin Buu2019-10-10T13:13:53Z<p>67.186.80.30: </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 />
{{#lsth:DBFZ/Majin Buu/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Mixup, Resets<br />
;Team Role<br />
:Point<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 zoner, with a playstyle built around annoying and baiting his opponent. Extremely potent mixup game, oppressive neutral, and one of the strongest corner bullies in the game.<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 />
* Corner loop that builds about 2 meters and does a lot of damage.<br />
* Amazing mixup game.<br />
* Can combo into snap for no meter when in the corner.<br />
* Can fuzzy everyone Goku-sized and up.<br />
* Great normals, big hitboxes.<br />
* Standing overhead (5M) that can be comboed off of meterless.<br />
* Level 3 restores some blue life, giving Buu some solid solo regeneration without Sparking.<br />
* Good assist, large hitbox with a pop up with decent hitstun and blockstun, and various late hitboxes that make it easy to combo with.<br />
* Friendly to various playstyles (zoning, pressure heavy, mixup heavy, etc.).<br />
* Amazing neutral.<br />
| style="width: 50%;"|<br />
* Abnormal combo path, and bad damage out of the corner.<br />
* Level 3 does below average damage and has below average oki.<br />
* Large hitbox, making him vulnerable to big character-specific combos and fuzzies.<br />
* Has to modify some combos for short characters.<br />
* Spends a lot of meter.<br />
* Builds less meter than the average Goku.<br />
* Can't get his signature mixups by himself without spending meter.<br />
* Normals have abnormal hitboxes and it's sometimes hard to work with them.<br />
* Can't get much done on his own, needs assists to properly function.<br />
* Easily one of, if not the hardest character(s) in the game to learn, due to his unique buttons and strings, as well as understanding how his combos and mixups work.<br />
|-<br />
|}<br />
{{#lst:DBFZ/Majin Buu/Data|Links}}<br />
<br style="clear:both;"/><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="Gimme your candy!"<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Majin Buu/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Will whiff on crouching small characters at the tip of the punch.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Majin Buu/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Standing low that can be cancelled into 2M or 5M, making this a useful part of Buu's mixups.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Majin Buu/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<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_MajinBuu_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<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). If the opponent reacts or makes a guess that you'll do it, they can mash out since it has a pretty big gap.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits from roundstart position.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can be repeated up to four times. Damage ranges from 300, 540, 750, and 930 respective to the amount of ki blasts fired.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* An angled upward ki blast that is commonly used after 2M to make up for his lack of a 2M > 5M chain. Combos into superdash, similar to SSJ Goku.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Useful air-to-air.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A good overhead with a fairly large hitbox. His fuzzy normal.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<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. If delayed slightly, can be used to fake an overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_jS.png |caption= *various ape noises*<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can be repeated up to four times. Each have different angles. Damage ranges from 300, 540, 750 and 930 respective to the amount of ki blasts fired.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A long range command normal that leads to a smash much like Cell's j.2H. Useful for catching opponents who jump a lot.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=X}}<br />
{{#lsth:DBFZ/Majin Buu/Data|236X}}<br />
{{!}}-<br />
{{AttackVersion|name=j.X}}<br />
{{#lsth:DBFZ/Majin Buu/Data|j.236X}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ground versions have a rising initial hit that scales the combo less than the drop.<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. If the cinematic does not occur, the opponent ground techs immediately.<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 />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Majin Buu/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=j.L}}<br />
{{#lsth:DBFZ/Majin Buu/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Majin Buu/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=j.M}}<br />
{{#lsth:DBFZ/Majin Buu/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Majin Buu/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lsth:DBFZ/Majin Buu/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Tracks the opponent and will travel fullscreen, but has a maximum height it can travel.<br />
* Automatically combos into Fat Throw if Fat Throw hasn't landed in the combo. <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. Can be 2H'd if the opponent starts to guess you.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Majin Buu/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Flips backward. In the corner you can superdash and get a full combo. Can be used alternatively to Sweeping Breath to make your blockstring safe in the corner.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Majin Buu/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Flips further back. You can superdash and get a full combo midscreen. Will always leave a gap in your blockstring.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Majin Buu/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Flips backward once like M version before bounces forward. Cannot land a superdash midscreen unless the opponent is above you (ex. this move was used as an anti-air). Useful for blockstring mixups.<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 />
}}<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/Majin Buu/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Flips backward.<br />
* Causes a small wallbounce. In the corner you can superdash and get a full combo.<br />
}}<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/Majin Buu/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Flips further back.<br />
* Causes a small wallbounce. Midscreen you can superdash and get a full combo.<br />
* Will take them out of the corner if you used this as a launcher for your jump combo.<br />
}}<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/Majin Buu/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Majin Buu/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Majin Buu/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Travels about halfscreen. 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 midscreen. In the corner, the opponent can get a free hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Fat Throw</font> ======<br />
{{MoveData<br />
|image=DBFZ_MajinBuu_FatThrow.png |caption=A fat shell of what it's used to be<br />
|input=214S<br />
|name=Fat Throw<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|214S}}<br />
{{!}}-<br />
{{Description|7|text=<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 the opponent but has maximum height it can go. 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 auto-break if Buu gets hit or tags out.<br />
* If the shell naturally breaks, the opponent is airborne and can air-tech immediately.<br />
* If the shell is hit, the opponent is grounded.<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 />
Can be used for setting up standing resets. 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 />
Due to the new Dive Bomb, for 1 bar Buu can combo into Fat Throw without assists. HOWEVER, he now needs assists to pop the shell so he can do any mixup at all, more specifically assists that leave the opponent grounded like Bardock, 16, Kid Buu.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Pops the opponent up for combo extension. Can also be used in blockstrings.<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= Remember, no russian<br />
|input=236L+M or 236H+S <br />
|name=Now Buu really...hate you!<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|236HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invulnerable from frames 13 to 20.<br />
* Hits the entire screen. If the opponent vanishes, they will still be hit.<br />
* Minimum damage is 42*19.<br />
* Completely safe if used fullscreen.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Majin Buu/Data|214HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invulnerable from frames 1 to 23.<br />
* Heals 1500 blue health on hit.<br />
* Minimum damage is 1536.<br />
Majin Buu's level 3. This super doesn't do much damage compared to other level 3s. Hitbox is awkward, comes out slow. Generally not worth it unless you're in the corner, it's going to kill or Buu has a lot of blue health.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Majin Buu/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Majin Buu/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Majin Buu]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Nappa&diff=130739DBFZ/Nappa2019-10-10T13:12:34Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Nappa<br />
|-<br />
||<br />
[[File:DBFZ_Nappa_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Nappa/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Power, Frame Traps<br />
;Team Role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Once Vegeta's partner and body guard, Nappa traveled to Earth with the Saiyan prince in the hopes of gaining immortality. After killing Yamcha and Tien, he was confronted by Goku, who defeated him with little effort. One of Goku's attacks rendered him paralyzed, and Vegeta killed him in cold blood purely due to Nappa's inability to act anymore. <br />
<br />
In ''Dragon Ball FighterZ'', Nappa is a slow but strong bruiser who supplements his attacks with Saibaman footsoldiers that he can grow during battle. It takes time for the Saibamen to grow and be of use, but once they are in the field, they can disrupt opponents and leave them open to Nappa's punishing blows.<br />
<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 />
* Saibamen give him built-in EZ-bake mixups<br />
* Incredible range and power on normals<br />
* Dude's got 3 lows now what the actual shit<br />
* A lot of range in his normals and specials<br />
* Quick overhead attack that gives him an instant sliding knockdown<br />
* Best walk cycle in the game<br />
| style="width: 50%;"|<br />
* Saibamen go down in one hit, has to start over again getting hard knockdown and planting to get offense going<br />
* Defense options without a Saibaman onscreen are limited<br />
* Normals are slower than average<br />
|-<br />
|}<br />
{{#lst:DBFZ/Nappa/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_5L.png |caption= Punchin' your shins<br />
|image2=DBFZ_Nappa_5LL.png |caption2=boot<br />
|image3=DBFZ_Nappa_5LLL.png |caption3=smacc<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Nappa/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decent range jab, one of the slower 5L in the game.<br />
* Can be repeated by holding 4.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Nappa/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good for stagger pressure, moves him forward quite a bit.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Nappa/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Last hit of his L auto combo, only really useful if you confirm into it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_5M.png |caption= AH A SPIDER<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Nappa/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A standing low. Ground bounces airborne opponents.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_5H.png |caption= "A major in child psychology.....'''WITH A MINOR IN PAIN'''"<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Nappa/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text= <br />
* Unsafe, but absolutely insane range. Moves him forward more than half screen fairly fast. Can be pretty good to throw out with assists.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_5S.png |caption= ''"The paparazzi... I HAVE TO PROTECT MY IMAAAGE"''<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Nappa/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Nappa takes a step forward before he throws a piercing Ki blast, during this time it'll reflect all ki blasts that are S normals<br />
* A bit slow but an important part of his corner combos.<br />
* Will pierce through any other projectile S normal, but still lose to 236S type projectiles.<br />
* Wind up has a hit box and if done close can be a double hitting move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_2L.png |caption=Cooler's Jab but Nappa<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Nappa/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good hitbox for a jab.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_2M.png |caption=Man, Nappa must be great at breakdancing.<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Nappa/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good range but fairly slow.<br />
* Due to 5L, 5M, 2M are lows, and 5L can be repeated, Nappa has access to four lows in one string.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_2H.png |caption= The Nappa Clappa<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Nappa/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Anti-air with great vertical range and a mediocre horizontal hitbox. As such, it can whiff during some grounded strings/confirms if you're too far.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_6M.png |caption=bend it like Beckham<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Nappa/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Standard grounded overhead.<br />
* Can do certain strings to space it so that it hits meaty enough to combo after.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Nappa/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Pretty great air-to-air, but it can easily whiff during air combos, especially versus smaller characters. Make sure to delay your initial jump cancel from 5M when confirming into air combos to minimize drops.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_jM.png |caption=aerial boot<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Nappa/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Not a bad normal, but mostly overshadowed by it's heavier cousin outside of combos.<br />
* Good range for IAD crossups like a lot of j.M moves.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_jH.png |caption= ''"TAG! ...No tag backs."''<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Nappa/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is on Smash hit.<br />
* Pretty insane jumping button, has an amazing hitbox and can be done low to the ground.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Nappa/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=skidoodle skedaddle this move is my neutral<br />
* Piercing Ki blast.<br />
* Arcs downwards.<br />
* If performed low to the ground (via IAD, for example) this move generates enough frame advantage to dash up and continue pressure/confirm into a combo if it hits.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_j2H.png |caption= "FOR PONYYYYYYY!"<br />
|image2=DBFZ_Nappa_j2H-2.png |caption2="I know! I'll use '''''Rock Smash'''''!"<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Nappa/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Dives and slams the opponent to the ground.<br />
* Input 2H again to only do the first hit and leave Nappa floating in the air for a second. You can also hold 2H and he will do the cancel ASAP. This cancel is only available early on in the move, falling for too long and Nappa will be stuck in the animation.<br />
* 1st hit will not have more than 8 active frames, regardless of altitude.<br />
* 2nd hit has a minimum of 2 active frames with additional frames based on altitude.<br />
* 2nd hit has 1 extra startup frame if Nappa hits the ground before the hitbox comes out (this only happens when activating the attack extremely close to the ground).<br />
Not the best in neutral, but an important part of his corner combos and also can hit after air Vanish. Can be cancelled into specials after he lands on the ground. <br />
<br />
Be warned that whiffing the move causes Nappa to slam the ground and have to bounce back and land, during which he is free to be punished (unless you have meter to Vanish-cancel).<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Arm Break</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_ArmBreak.png |caption= ''"Looks like he's been..."''<br />
|image2=DBFZ_Nappa_ArmBreak-2.png |caption2= ''"Dis-armed!"''<br />
|input=236L/M/H<br />
|name=Arm Break<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Nappa/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Nappa winds up and slams in front of him for a safe but fairly slow overhead that they can quick recover out of. Okay to throw out with assists sometimes, but can be interrupted easily if done in blockstrings.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Nappa/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Nappa runs forward before slamming the ground twice, causing a sliding hard knockdown state. Important part of his combos, but not too useful outside of it, as he can be hit while running and has to run a minimum distance.<br />
Nappa's main combo ender used to set up a knockdown for planting Saibamen.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Nappa/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* More powerful version of his M arm breaker. Stands still for a bit before rushing forward into the attack.<br />
* Has slightly more range than M version.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Saibamen</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_SaibamenL.png |caption= ''"And that one's Snuggles!"''<br />
|image2=DBFZ_Nappa_SaibamenM.png |caption2= ''"And that one's Fufu!"''<br />
|image3=DBFZ_Nappa_SaibamenH.png |caption3= ''"And that one's Cabbagehead!"''<br />
|image4=DBFZ_Nappa_Saibamen-4.png |caption4= ''"And that one's Vegeta Jr- VEGETA JR NOOOOOOOOO!"''<br />
|input=214L/M/H<br />
|name=Saibamen<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Claw}}<br />
{{#lsth:DBFZ/Nappa/Data|Saibamen Claw}}<br />
{{!}}-<br />
{{AttackVersion|name=Vomit}}<br />
{{#lsth:DBFZ/Nappa/Data|Saibamen Vomit}}<br />
{{!}}-<br />
{{AttackVersion|name=Slide}}<br />
{{#lsth:DBFZ/Nappa/Data|Saibamen Slide}}<br />
{{!}}-<br />
{{AttackVersion|name=Grab}}<br />
{{#lsth:DBFZ/Nappa/Data|Saibamen Grab}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Nappa/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* After sprouting, the Saibamen advance towards the opponent, performing the Claw, Slide, and then the Grab (which is blockable). <br />
* Two Saibamen can be planted at once, but only one will be out at a time. The second will sprout as soon as the first disappears.<br />
* Planting a third Saibaman will cause the second to be overwritten.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Nappa/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Performs Vomit, Slide, and then Grab.<br />
* Saibaman spit can restand the opponent mid combo. <br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Nappa/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Pressing buttons during the planting will program the Saibaman to do the pressed sequence <br />
* L does Claw, M does Slide, H does Grab, S does Vomit.<br />
* Performs Vomit, Claw, Vomit, Slide, and then Grab by default.<br />
* Planting animation is much faster than L and M versions and can be integrated into combos<br />
* Best voice line in the game<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blazing Storm</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_BlazingStorm.png |caption=<br />
|input=236S (Air OK)<br />
|name=Blazing Storm<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Nappa/Data|236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Nappa swipes his arm forward and makes a moderately sized explosion. This is also his assist.<br />
This move tracks by the X and Y axes, but does not go full screen, along with weak vertical tracking overall. Even more unfortunately, this move is one of the few S specials that doesn't clash with other 236S type moves; it will simply eat 1 hit, leaving the beam with 4 remaining hits. Single hit 236S moves will simply pierce it. This means your opponent will have an easier time wiping out Saibamen planted in neutral if they have a beam!<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Nappa/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Very similar to his ground version.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Too bad</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_TooBad.png |caption= ''"Hi-yah!"''<br />
|image2=DBFZ_Nappa_TooBad-2.png |caption2= ''"Welcome to the Gun Show!"''<br />
|input=214S<br />
|name=Too bad<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=Yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Normal}}<br />
{{#lsth:DBFZ/Nappa/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Counter}}<br />
{{#lsth:DBFZ/Nappa/Data|214S Counter}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] = hold down S.<br />
* Nappa swipes forward and then brings his elbow down for a vicious strike.<br />
* Both parts of the move can be held.<br />
* Guard point from frames 5 to 24 (frame 38 if S is held down).<br />
* Blocks all physical strikes. Loses to any projectiles, throws, and supers.<br />
* If successfully blocks incoming attacks, Nappa responds with a more devastating elbow that ground bounces.<br />
Useful after a blocked 6M or 5H. Normally, Nappa has a 7 frame 5L so he wouldn't be able to contest vs characters with 6 frame 5Ls after their 6Ms. Additionally, since the first part of this move is a strike, most point blank command grabs/Dragon Rushes are slow enough that the aggressor will be hit by 214S(1). <br />
<br />
The drawback of this move is that although the counter hit launches, it uses up your smash and prorates the follow-up combo heavily. Also, if the first hit strikes, you won't be able to combo after the second hit; you can only extend via Super/Vanish cancelling the first hit.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Nappa_AssistBlazingStorm.png |caption="Hey Vegeta am I helpful yet?"<br />
|input=A1/A2<br />
|name=Blazing Storm<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Nappa/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Tracks the opponent.<br />
* Okay for neutral and combo extensions.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Giant Storm</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_GiantStorm.png |caption= ''"I sunk their battleships!"''<br />
|image2=DBFZ_Nappa_GiantStorm-2.png |caption2= ''"...And their WHALES."''<br />
|input=236L+M or 236H+S<br />
|name=Giant Storm<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Nappa/Data|236HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invulnerable from frames 9 to 20.<br />
* Nappa points two fingers into the air creating a big explosion that takes up most of the screen.<br />
* Minimum damage: 805<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Break Cannon</font> ======<br />
{{MoveData<br />
|image=DBFZ_Nappa_BreakCannon.png |caption= ''"Hey Vegeta, look! Imma firin mah lazar!"''<br />
|image2=DBFZ_Nappa_BreakCannon-2.png |caption2= ''"BGAAAAAAAAAAAAAH"''<br />
|input=214L+M or 214H+S<br />
|name=Break Cannon<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Nappa/Data|214HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invulnerable from frames 1 to 15.<br />
* 1778 minimum damage.<br />
* Nappa winds up for a big gut punch that, if it lands, sets him up to fire a huge laser out of his mouth. Has less utility than other level 3's due to the fact that he has to land the first punch for the followup. Invincible on startup like all level 3's.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Nappa/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Nappa/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Nappa]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Piccolo&diff=130738DBFZ/Piccolo2019-10-10T13:12:13Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Piccolo<br />
|-<br />
||<br />
[[File:DBFZ_Piccolo_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Piccolo/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Mixup, Setups<br />
;Team Role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
The spawn of the notorious Demon King from whom he takes his name, Piccolo Jr. (also taking the name Majunior on some occasions) was once one of Goku's most vicious rivals. After defeating Raditz, the Namekian warrior would go on to become Gohan's mentor and martial arts instructor, in time also becoming a surrogate father for Goku's son. Thanks to Gohan's influence, Piccolo would renounce his evil ways and become a firm ally of Goku and protector of the planet Earth.<br />
<br />
In ''Dragon Ball FighterZ'', Piccolo is a tricky character with strong Mixup options. He has buttons with good reach, his Homing Energy Blast can protect him from a sudden Vanish, and his Hellzone Grenade/command grabs mixups allow him to keep his opponent in check, especially when they're cornered. However, his damage is a little lacking, he has no quick full screen meterless beam attack, he has no air supers, many of his setups require knockdown or an assist, and he has to spend meter to get a mid-screen hard knockdown, making it difficult to combo into his Meteor Attack.<br />
<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 />
* His normals have good range, giving him great neutral.<br />
* Amazing air neutral due to big buttons like j.L.<br />
* Thrives in the corner.<br />
* Strong okizeme with his Hellzone Grenade setups, on top of his solid high-low mixup options.<br />
* Along with Hellzone, he can use orb for strong okizeme.<br />
* Along with solid high-low mix, he as a command grab and Demon Elbow crossups.<br />
* Can fuzzy mix everyone in the game (except GT Goku) with a curtain snap set up.<br />
* Basically has Reality Stone lol.<br />
* He's just mad good all around.<br />
* Gives the best doses.<br />
| style="width: 50%;"|<br />
* Needs to spend meter to get a sliding knockdown outside of the corner, as his damage is overall average-to-weak.<br />
* Has no air supers, limiting his aerial combo game.<br />
* Very meter hungry outside the corner.<br />
* Can guard cancel Hellzone pressure making it a must to only use after snapback, have counter super ready, or curtain setups.<br />
* Despite how strong Orb is, you can super dash through it.<br />
* Can be too reliant on assists at times.<br />
|-<br />
|}<br />
{{#lst:DBFZ/Piccolo/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_5L.png |caption=<br />
|image2=DBFZ_Piccolo_5LL.png |caption2=<br />
|image3=DBFZ_Piccolo_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Piccolo/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A good normal since the fastest is 6F on average for other characters.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Piccolo/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Used to hit confirm after the first 5L. You're most likely to go into 2M in the corner to get them off their feet & airborne for longer combos.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Piccolo/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Important points go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_5M.png |caption= Note: can't reflect drill cannons like a badass<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Piccolo does a sliding swipe forward. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_5H.png |caption= '''''"DODGE!"'''''<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can hit from roundstart position.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_5S.png |caption= ''"Gotcha, bitch!"''<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* On hit, can only be followed up with 5H, 2H, 6S, vanish, or supers.<br />
A pretty far reaching command grab. Good for opening people up on the ground but 5S trajectory will only go along the ground so be careful of people trying to jump out and/or approach from the air. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_2L.png |caption=<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Your average low. Has fairly decent range<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_2M.png |caption=<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Piccolo's best low normal. Has good range<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_2H.png |caption=<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Universal anti-air<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_2S.png |caption=<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Anti-air command grab with all the drawbacks of 5S.<br />
Instead of going along the ground, Piccolo's arm goes upward at a 45 degree angle, making it great to snatch people out of the air. It has slow startup though so using it on reaction to an air approach probably won't work. It also leaves you open to ground approaches so be careful. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_6M.png |caption=<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text= <br />
* Universal Overhead<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_6S.png |caption="Nail gun!"<br />
|input=Demon Shocker<br />
|name=6S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|6S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Piccolo fires a beam of energy from his antenna horizontally, reaching just barely past half screen. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_3S.png |caption=<br />
|input=Demon Shocker<br />
|name=3S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|3S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Piccolo fires beams of energy from his antenna diagonally upwards. <br />
* Mainly used as combo filler.<br />
* Usual string from 3S is 2S, 6S, 5H into Super Dash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_jL.png |caption=Sword Normal<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Easily the best Air-to-Air in the game. Part of what makes Piccolo a nightmare to deal with as the hitbox is quite disjointed and it's incredibly fast.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_jM.png |caption=Boom chicka-ah<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Piccolo does two kicks at a low diagonal angle. Hits twice, can be canceled on first hit. Piccolo's fuzzy tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_jH.png |caption= "GREEN DICK BETTER THAN BLUE DICK"<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is on ''Dynamic'' hit only. This move doesn't have a Smash version.<br />
* Good air to air normal. <br />
* Knocks opponent into the air on ground hit, can still connect 2M<br />
Unlike most j.Hs, Piccolo's j.H will knock the opponent away horizontally instead of downwards, making it not a great way to end your air combos. It's more useful as an air to air normal since it has good reach horizontally. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_jS.png |caption=<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Won't grab crouching, but can grab aerial opponents.<br />
* Can only be followed up with j.H, j.2H, j.214L, j.214H and vanish.<br />
Air version of Piccolo's command grab. It goes downward at a 45 degree angle. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A standard air 2H. Not much use outside of combos.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Demon Elbow</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_DemonElbow.png |caption=<br />
|image2=DBFZ_Piccolo_DemonElbow2.png |caption2=<br />
|image3=DBFZ_Piccolo_DemonElbow3.png |caption3= Crossing up androids since '92<br />
|input=236L/M/H (air OK)<br />
|name=Demon Elbow<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Piccolo/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Glides a short distance forward.<br />
* Reaching the opponent will make Piccolo move behind them and attack.<br />
* The attack is triggered based on proximity, it can and ''will'' whiff if the opponent is moving around.<br />
* Piccolo is fully vulnerable during this move, so it is '''extremely unsafe''' unless your opponent is blocking or recovering.<br />
* Inside a combo, all versions become extremely fast and can easily be used for an easy side swap.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Piccolo/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Glides almost fullscreen.<br />
* Cause a sliding knockdown on hit.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Piccolo/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Glides the same distance as M version.<br />
* Once crossed up, Piccolo teleports to the front to attack.<br />
* Cause a sliding knockdown on hit.<br />
* Useful for mind games.<br />
}}<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/Piccolo/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* All versions can be used as a pseudo air dash.<br />
}}<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/Piccolo/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Will slightly descend if the opponent is underneath Piccolo.<br />
}}<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/Piccolo/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Will slightly descend if the opponent is underneath Piccolo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Demon Slicer</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_DemonSlicer.png |caption=<br />
|image2=DBFZ_Piccolo_DemonSlicer2.png |caption2=L/H<br />
|image3=DBFZ_Piccolo_DemonSlicer3.png |caption3=M<br />
|input=214L/M/H (Air OK)<br />
|name=Demon Slicer<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Piccolo/Data|214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Forces a ground tech the moment the opponent hits the ground.<br />
* All versions have guard point during the pose that blocks any strike and projectile that aren't throws or Supers. Getting hit during this pose will trigger the teleport immediately.<br />
* Normal version teleports in place, but counter version will track the opponent anywhere on screen.<br />
Useful for punishing opponents who like to push buttons during blockstrings. However, it's their turn after they block it.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Piccolo/Data|214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Side switches even in the corner.<br />
* Both normal and counter version only track the opponent at close range.<br />
* Causes a pseudo sliding knockdown that can be followed up with Supers.<br />
Can also be used during neutral to catch your opponent off-guard.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Piccolo/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Faster version of L Demon Slicer that always tracks everywhere on screen.<br />
* Causes a sliding knockdown.<br />
}}<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/Piccolo/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* All air versions attack in place.<br />
* Causes a soft knockdown.<br />
}}<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/Piccolo/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a sliding knockdown.<br />
Used as a corner combo ender. The downward momentum will also allow Piccolo to combo into Hellzone Grenade since he falls down to the ground faster than the opponent.<br />
}}<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/Piccolo/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a sliding knockdown.<br />
The only way Piccolo can get a sliding knockdown from midscreen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Homing Energy Blast</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_HomingEnergyBlast.png |caption= <br />
|image2=DBFZ_Piccolo_HomingEnergyBlast2.png |caption2= REALITY STONE!<br />
|input=236S<br />
|name=Homing Energy Blast<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#lsth:DBFZ/Piccolo/Data|236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smaller than charged version but travels faster.<br />
* Can be super dashed through.<br />
* Has low durability and can be destroyed by ki blasts and beams.<br />
Piccolo fires a Ki Orb that tracks the opponent. Useful as a meaty attack.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Charged}}<br />
{{#lsth:DBFZ/Piccolo/Data|236[S]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Bigger than uncharged version but travels slower.<br />
* Can be super dashed through.<br />
Not very useful, since it deals the same amount of damage and it still loses to beam projectiles and super dashes.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Piccolo_HomingEnergyBlastUncharged.png |caption= ''"Let that child alone!"''<br />
|input=A1/A2<br />
|name=Homing Energy Blast<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can be a good neutral tool to harass opponents in hard to reach areas.<br />
Piccolo's assist is the uncharged version of his Homing Energy Blast special. It has the same shortcomings as when he's on point (can be super dashed, low durability so ki blasts and beams will destroy it) but its ability to home in on your opponent can be useful since it'll allow you to harass your opponent in spaces that most other assists can't really cover well such as super jump height. <br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Special Beam Cannon</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_SpecialBeamCannon.png |caption='''''"MAKANSA—'''... '''MAKAKASAPOP—'''... '''MEKKASAPP—'''... Oh, to hell with it! '''SPECIAL BEAM CANNON!!!"'''''<br />
|input=236L+M (Chargeable)<br />
|name=Special Beam Cannon<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|236LM}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is when fully charged.<br />
* Minimum damage is 75*10 [114*10].<br />
* Press 4 or 6 while charging to make Piccolo teleport dash backward or forward<br />
* Teleporting gives 9 frames of invulnerability and starts no earlier than frame 11<br />
* Back-to-back teleporting has invulnerable frames 9(13)9(13)9(13)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hellzone Grenade</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_HellzoneGrenade.png |caption=Next stop, mixup city. Population: you<br />
|input=236H+S<br />
|name=Hellzone Grenade<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|236HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* You can Z Change from Hellzone Grenade but not into it, however doing this cancels the attack. <br />
* Very strong post snap or with lockdown assists (like 16 or Kid Buu).<br />
* Scales harshly. Minimum damage is 52*12.<br />
Piccolo throws a volley of ki blasts near the opponent. After a delay, they become active and home in on the opponent, one-by-one.<br />
<br />
Currently, if you Z Change out of Hellzone Grenade, all of the remaining ki blasts instantly explode.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Light Grenade</font> ======<br />
{{MoveData<br />
|image=DBFZ_Piccolo_LightGrenade.png |caption=''"When did you come up with this one?"'' <br>''"Oh about... now... ish."''<br />
|input=214L+M or 214H+S<br />
|name=Light Grenade<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Piccolo/Data|214HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Costs 3 bars<br />
* Has some invulnerable frames on startup<br />
* Minimum damage: 166*10 (1660)<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Piccolo/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Piccolo/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Piccolo]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Tien&diff=130737DBFZ/Tien2019-10-10T13:11:44Z<p>67.186.80.30: </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 />
{{#lsth:DBFZ/Tien Shinhan/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Balanced, Rushdown, Sacrifice<br />
;Team Role<br />
:Anchor<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, Chiaotzu, 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 />
**Tying into the above: SHIIIIIN KIKOUHOOOOOOOOOOOOOU (seriously, don't let him touch you)<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 />
| 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 />
*After Chiaotzu self-explosion super is done, Tien can't use the super nor the Telekenises grab anymore<br />
|-<br />
|}<br />
{{#lst:DBFZ/Tien Shinhan/Data|Links}}<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* It has a little bit more range than most 5L, albeit slightly.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has good forward momentum for long range confirms. <br />
* Also does 2 hits, which also helps with confirms.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Tien Shinhan/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Slides forwards pretty far<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Tien Shinhan/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Tien Shinhan/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Tien Shinhan/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Tien Shinhan/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Tien Shinhan/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Tien Shinhan/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Tien Shinhan/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits twice.<br />
* Can be used on block after super dash.<br />
Both hits count towards scaling. Should only be used late into the combo to mitigate the extra scaling.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Tien Shinhan/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Tien Shinhan/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Tien Shinhan/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
* Has enough hitstun to combo into superdash<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Tien Shinhan/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|236L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|236M}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|236H}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|236X > L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|236X > M}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|236X > H}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|236X > X > L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Knocks the opponent straight down.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|236X > X > M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Knocks the opponent a little further away than the L version.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|236X > X > H}}<br />
{{!}}-<br />
{{Description|8|text=<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">Air Volleyball Fist</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_VolleyballFist3.png |caption=<br />
|input=j.236L/M/H<br />
|name=Air Volleyball Fist<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a soft knockdown.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a sliding knockdown.<br />
* Brings Tien higher in the air to hit, whiffs if opponent is directly in front of Tien.<br />
* Can link from j.2H if smash has already been used.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|214H}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Normal}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Fail}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|214S Fail}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Requires Chiaotzu. Won't come out if Chiaotzu is still on screen or after he self-destructs.<br />
* Every third use will not work and will leave Tien vulnerable.<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Tien Shinhan/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<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">Multi-Form Tri-Beam</font> ======<br />
{{MoveData<br />
|image=DBFZ_Tien_MultiFormTriBeam.png |caption=<br />
|image2=DBFZ_Tien_MultiFormTriBeam-2.png |caption2=Dodeca-Beam<br />
|input=Tri-Beam > L/M/H/S<br />
|name=Multi-Form Tri-Beam<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|236[LM]}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|j.236[LM]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hold buttons during Tri-Beam's startup for this version.<br />
* Minimum damage: 713*2.<br />
<font style="visibility:hidden" size="0">It doesn't matter which buttons used to perform Tri-Beam. Hold L or M during startup to keep the Tiens same side. Hold H or S to make them them shoot both sides. I don't know if this changes the frame data though, damage and scaling are the same.</font><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 KIKOOOUHOOOOU!!!'''''"<br />
|input=214L+M (Air OK)<br />
|name=Neo Tri-Beam<br />
|data= <br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|j.214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Additional Hits}}<br />
{{#lsth:DBFZ/Tien Shinhan/Data|214[LM]}}<br />
{{!}}-<br />
{{Description|8|text=<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 1800, 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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Tien Shinhan/Data|214HS}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
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 />
==Navigation==<br />
{{#lsth:DBFZ/Tien Shinhan/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Tien Shinhan/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Tien Shinhan]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/Trunks&diff=130736DBFZ/Trunks2019-10-10T13:11:04Z<p>67.186.80.30: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Trunks<br />
|-<br />
||<br />
[[File:DBFZ_Trunks_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:DBFZ/Trunks/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown, Pressure, High Mobility<br />
;Team Role<br />
:Anchor<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
In the future, a pair of androids created by Dr. Gero ravaged the Earth. Trunks, the son of Vegeta and Bulma, went back in time in the hopes of changing history so that the devastation he grew up with would be averted. Unfortunately his timeline was not fixed, so he would go on to help fight for the timeline he had created, in order to stop the fearsome Cell. Later, his time-travelling shenanigans would come back to bite him, with Goku Black and Zamasu coming to destroy all he had hoped to protect, and punish him for the divine taboo he had broken.<br />
<br />
In ''Dragon Ball FighterZ'', Trunks is a quick and offense-orientated character who thrives on pressure and gaining momentum. With various aggressive tools and the help of his allies, he can force opponents to stay defensive and eat his sword until their guard finally cracks. <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 />
* Normals have good reach on average, and many (5LL, 5M, 2M) move Trunks forward.<br />
* Combos in the corner build a lot of meter and deal good damage.<br />
* 214S goes through ki blasts, has a huge hitbox, and is safe on block. It's a great assist move as well.<br />
* Good mobility and options for strings with 214X and 236X. 214H offers a lot of control, allowing for ambiguous crossups.<br />
* Arguably the best ki blast in the game, as he fires a small beam that blows through other ki blasts.<br />
* Level 3 deals high damage and causes a lengthy hard knockdown state.<br />
* Incredibly strong assist for both neutral and combos because of its large hitbox and its long untech frames, which allows Trunks to act as a starter or an extension for many characters<br />
* Is basically just a Guilty Gear Character<br />
* Has a cool sword and a cool jacket<br />
| style="width: 50%;"|<br />
* Cannot combo into level 3 midscreen without burning additional resources (meter or an assist).<br />
* His only low is 2M, making high-low mixups weak.<br />
* Has no horizontal air projectile.<br />
* Solo damage is a bit lower than other characters midscreen, and options he has to get around this issue usually cost meter midscreen.<br />
* His assist, while very strong, has low blockstun, making it much more troublesome to use in combos, as strings that look like they would be true are now easily reflected or beaten by some other form of reversal.<br />
|-<br />
|}<br />
{{#lst:DBFZ/Trunks/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
<br />
====== <font style="visibility:hidden" size="0">5L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_5L.png |caption=<br />
|image2=DBFZ_Trunks_5LL.png |caption2=<br />
|image3=DBFZ_Trunks_5LLL.png |caption3=<br />
|name=5L<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/Trunks/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Standard jab.<br />
* Very limited reach.<br />
* Mostly used to get to your L auto combo normals. 2L is almost always a superior choice in most other situations.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/Trunks/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Pushes forward a decent amount, a good option in neutral after a whiffed 5L.<br />
* The forward movement is good for keeping Trunks in close range during blockstrings.<br />
* As with most 5LLs, tends to be the highest damage combo starter.<br />
* Auto corrects to face the right direction.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/Trunks/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Dashes about half screen forward.<br />
* Switches sides both on block and hit, even in the corner.<br />
* Auto corrects to face the right direction.<br />
* Largely safe on block unless it is done into a corner, a few large and fast moves can punish midscreen(i.e Majin Buu 2L).<br />
* Can call an assist just before the cross-up to sandwich the opponent.<br />
Trunks' 5LLL is his defining move when it comes to pressure. It can be special cancelled, allowing for crossups on block. If the opponent is conditioned to block behind them during blockstrings, Trunks can simply not gatling into 5LLL to keep them on their toes. After the teleport, you have many options:<br />
* 236L/M/H (Shining Slash)<br />
Interruptible high mixup, can be reflected if you don't cover it with an assist. Be careful about using this since there's no low options post 5LLL - most players will learn to stand block once they see it.<br />
* 214S (Change the Future)<br />
This is one of Trunks' fastest special cancel options, so it's mainly what you want to try to cross people up with after 5LLL on block. Frametraps after 5LLL but loses to reflect - this creates a good mindgame around letting the blast rip or doing the feint version to reset pressure or bait reflect. Safe on block so overall not a terribly risky option. This is usually the mindgame you want to opt for when assists are not available or you don't want to use one. Consumes Smash property if hit point-blank and allows solo snapback in the corner. <br />
* 214L/M/H (Cyclone Jump)<br />
Stops pressure, can avoid people mashing 2H or reflect in anticipation of 236X. Using flips after 5LLL is incredibly risky when not covered by assists, but if you cover the gap with assists you can get some tricky crossups.<br />
<br />
Generally speaking you want to use assists to complement Trunks' 5LLL pressure game, as most of your options otherwise tend to involve large gaps or are easily counterable in other ways. When aided by assists 5LLL becomes very powerful, as you can create tighter blockstrings for left/right setups and hard to read dragon rush opportunities.<br />
<br />
In Sparking, this move is jump-cancellable, and when Trunks jump cancels it at the point of the move where he goes invisible, he will remain on the same side as the opponent, allowing you to create tricky mixup scenarios that might throw your opponent off if they're not totally ready. He can jump cancel the part of the move where he ends up on the opposite side as well.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_5M.png |caption=<br />
|name=5M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Typical medium punch.<br />
* Moves Trunks a few steps forward.<br />
* Fairly fast startup and a good combo starter.<br />
* Long cancel window for use in blockstrings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_5H.png |caption=<br />
|name=5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Fairly standard 5H. Recovery is lengthy so try to avoid throwing it out carelessly.<br />
* Can be used for extra corner carry in combos. If the opponent is a little bit past half screen you can do strings into this, then 214H jM into corner BNB. <br />
* Can deflect ki blasts.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_5S.png |caption= "Are you making laser noises?" Pew Pew<br />
|name=5S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Piercing Lv1 projectile.<br />
* Should always be special canceled for safety on block, usually into flips or 214S.<br />
* One of Trunks' normals that does not move him forward, so you can use this in blockstrings to set up certain desirable spacings for flip mixups. This can be very strong when covered by assists.<br />
* Very important part of Trunks' corner combos, as it causes enough hitstun to combo into 214L jL when the combo is not too prorated.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_2L.png |caption= The inferior Chadhan 2L<br />
|name=2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Strong range for a 6 frame jab, good in neutral and for contesting gaps in your opponents strings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_2M.png |caption= SUTAN DIPPA<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good ground poke.<br />
* Slides forward about 1/3 of the screen.<br />
* Nice for keeping Trunks in close range during blockstrings. The range makes it good for catching backdashes, and will often put you right back in the opponents face if they reflect you during a blockstring.<br />
Trunks slides forward along the ground with a low kick. Because of the distance it covers, it can be a good poke when you are on the ground. However, because it hits low to the ground, it can be more vulnerable to opponents jumping or trying to super dash than his 5M so be careful. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_2H.png |caption=You wish this was Goku Black's 2H.<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good horizontal range, but the vertical range leaves much to be desired. Doesn't really hit right on top of Trunks' head, so consider using reflect in those situations or just trying to avoid that spacing altogether. <br />
* Can deflect ki blasts.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_6M.png |caption=GREEDO SEVAH<br />
|name=6M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good range for a 6M.<br />
* Can deflect ki blasts.<br />
* Otherwise standard for a 6M. Need assists to combo without sparking, heavily scales combos, the usual.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.L</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_jL.png |caption=<br />
|name=j.L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Fast air jab.<br />
* Has a vertically short hitbox, causing it to not connect with oddly placed opponents or if jump canceling at max range of 2M (can be remedied by delaying the 5M slightly). <br />
* Often used after flips so that Trunks can airdash afterwards. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.M</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_jM.png |caption=<br />
|name=j.M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good air to air normal.<br />
* While jH has a better hitbox as a jump-in, if possible you want to try to use this as your jump-in because of the better cancel options allowing for superior mixups. In the corner you can do things like IAD j.ML j.214L j.ML for 4 overhead hits.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_jH.png |caption= Ky, is that you...?!<br />
|name=j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* [] is on Smash hit.<br />
* Great jump in.<br />
* Large hitbox makes this fairly multipurpose as an air normal, if a little slow. <br />
* Can deflect ki blasts.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.S</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_jS.png |caption=The Future Android 17 killer.<br />
|name=j.S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Halts Trunks falling momentum.<br />
* As with 5S, can be superdashed through but will punch through other ki blasts.<br />
* Can be used to blast people attempting to 2H you, and then you can vanish for a conversion. <br />
Good keep-away move when canceled into j.214M. Can be canceled into j.214L instead to flip closer to the opponent but can be easily punished, or if you have the meter you can combo into 236H from this, giving Trunks sliding knockdown. Can use an assist to cover the landing and keep the opponent blocking to move in freely. Just make sure this hits the opponent in some form, because you do NOT want to suffer the huge recovery on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2H</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_j2H.png |caption=<br />
|name=j.2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Not particularly useful in neutral, but this is your midair launcher so it's very useful in combos.<br />
* As with most j2Hs, stops your air momentum and pops you up a bit. You can use this for some weird anti air bait shenanigans, but it's not exactly recommended.<br />
}}<br />
}}<br />
<br />
==Specials==<br />
<br />
====== <font style="visibility:hidden" size="0">Shining Slash</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_ShiningSlash.png |caption= GREEDO SEVAH (Should've realized he even shared the same Japanese voice all this time)<br />
|input=236L/M/H (Air OK)<br />
|name=Shining Slash<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Trunks/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/Trunks/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fastest startup, lowest damage. Trunks will travel mostly horizontally, the L version doesn't track vertically.<br />
* Now causes sliding knockdown, only if Smash has not been used<br />
* Ground version doesn't have head property, cannot be anti-aired with moves like 2H.<br />
<br />
After the 1.15 patch, this has become one of Trunks' better combo ender tools. It now causes sliding knockdown and is incredibly easy to combo out of Cyclone Buster (the j.S followup out of 214x), making his corner combos very strong. On it's own, it's just alright, and is now better to throw out because it causes SKD.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Trunks/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/Trunks/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Slow startup but more damage and a longer slide knockdown, only if Smash has not been used.<br />
* Has quite a bit of both vertical and horizontal tracking.<br />
* Will not overshoot the opponent, and will delay the strike for a short while so Trunks can descend to them.<br />
* Ground version doesn't have head property, cannot be anti-aired with moves like 2H.<br />
* Air version is very plus on block. Since the tracking on it is so good, this can be very handy for getting you in on your opponent so long as you're not too predictable about it. The advantage can vary - the deeper Trunks hits with it, the better.<br />
* Grounded version is also + on block, though it's advantage varies a bit compared to the air version.<br />
<br />
Useful for comboing off of a high-up Vanish to get SKD still, or just in blockstrings as a reset of sorts. Trunks can true-blockstring into this move with the right assists and timing, but getting a followup afterwards can be difficult, so he may be better off doing it on his own if the opponent is focused too heavily on defense<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Trunks/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/Trunks/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Combination of the speed of the L version and the damage and stronger knockdown of the M version.<br />
* Will not overshoot the opponent, but will not delay the strike.<br />
* Moves horizontally with minimum vertical tracking like the L version.<br />
* Both ground and air version have head property, can be anti-aired on reaction.<br />
<br />
Very useful tool for Trunks' corner combos, as due to it's incredible speed buff it can now be comboed from j.S. This gives Trunks sliding knockdown off of his Vanish combos, which is something he desperately needed. It's also useful in pressure as a quick reset of sorts, as it's incredible speed makes it very hard to react to if your opponent is not expecting it.<br />
----<br />
* For all versions, Trunks can call for assists while he performs the attack to combo afterwards.<br />
* The first slash will only do 300, but the cinematic slicing will always trigger regardless of how many times it has been used in the combo. If a Smash has been used, then the camera angle will be slightly different, signifying that it will not do a sliding knockdown<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Cyclone Jump</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_CycloneJump.png |caption= Spin to win!<br />
|input=214L/M/H (air OK)<br />
|name=Cyclone Jump<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/Trunks/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/Trunks/Data|j.214L}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/Trunks/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/Trunks/Data|j.214M}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/Trunks/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/Trunks/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Air version travels a shorter distance. If used after an air normal can be used up to twice in one sequence e.g. 214L,j.L,2147L<br />
Trunks flip into the air flip can be used after exhausting all other air movement options, allowing for extremely unpredictable movement in the air, making it a great tool in baiting anti airs (which j.S can whiff punish into a combo with Vanish) and beam assists.<br />
* If a flip is now done on the ground, Trunks can use a second flip in the air (for example, 236L into j.236H). This can be useful for combos, mixups, or just general movement.<br />
<br />
He should watch out for superdashes while flipping in the air, and be prepared to counteract it, due to how the superdash's autocorrect will nullify most of his tech.<br />
----<br />
'''L:''' Trunks flips around 1/2 screen forward. Since the move can be done in the air, it is incredibly useful for an extra jump cancel, as well as a decent unexpected cross-up in block strings. <br />
----<br />
'''M:''' Trunks flips around 1/2 screen backwards. The backwards movement makes it useful for making things safe on block and disengaging out of blockstrings. Very common to use this after j.S.<br />
----<br />
'''H:''' Trunks flips a slightly shorter distance than the L version, but the could be manipulated in any direction (the distance could be almost full screen) at the start of the input. Due to the increased amount of control, he could create situations where he could make his left/right moments very hard to react to. This version could also be used to bait 2H, to which he could start a counter combo with j.H.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Cyclone Buster</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_CycloneBuster.png |caption=<br />
|input=Cyclone Jump > S<br />
|name=Cyclone Buster<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|214X > S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* It's j.S with the caveat that you can't cancel into another flip, however if you use 214x from the ground into this you can cancel into a 2nd flip.<br />
* Because your only cancel options are 236X, vanish, and sparking, this can be pretty dangerous to just throw out. Use with caution.<br />
<br />
Very good combo tool in the corner, as you can easily combo into 236L from this, or Superdash, as it has higher hitstun than it did before. Also has some use in blockstrings if you do 236M j.S, which will catch reflect and allow you to get a vanish.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Masenko</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_Masenko.png |caption= It's like the Kamehameha... but ''yellow''.<br />
|input=236S<br />
|name=Masenko<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|236S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* It's a beam and not particularly special in any way. Use it for the usual beam things - zoning, beating small projectiles, vanish cancel on block, etc.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Change the Future</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_ChangeTheFuture.png |caption=The Future Android 18 killer.<br />
|input=214S (Chargeable)<br />
|name=Change the Future<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#lsth:DBFZ/Trunks/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* The hand portion counts as a strike and has Smash property that wall bounces in the corner, can be used as a combo starter/extender.<br />
* Invulnerable to ki blasts similar to super dashes. <br />
* Becomes advantageous when your opponent blocks this in the air.<br />
* Can be used as a frametrap in blockstrings. Since it's barely safe on block, this isn't as risky as it might look.<br />
* Has applications as a meaty on wakeup to have more ambiguous advantage, which can throw your opponent off (see https://twitter.com/SaGe_908/status/1075481145930858496)<br />
<br />
Incredibly useful tool for Trunks. Huge hitbox and nice speed allow this to be a pretty good tool for him to control some space. While not the best blockstring ender due to it's low blockstun, it is still safe, and can catch people mashing buttons with the Smash hitbox, allowing Trunks to confirm off of it should the opponent be mashing anything that isn't a invincible reversal. It's not a bad move to just throw out in neutral sometimes, or even just to try and close some space between your opponent. It completely loses to beam however, so do this sparingly. It can work as a round start option to catch almost every option your opponent goes for, and you can confirm off of it with a vanish very easily. <br />
<br />
As a meaty after level 3, it is incredibly plus and can catch a lot of options that your opponent might go for, giving it a lot of utility there as well. This does lose to reversals, but is a great option nonetheless. Change the Future is a move with some risk, but presents high reward, especially with it's feint allowing you to bait out said reversals.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Charged}}<br />
{{#lsth:DBFZ/Trunks/Data|214[S]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Trunks dashes forward without firing the blast at the end. <br />
* Can be used to reset pressure on opponents expecting the projectile or to bait reflect.<br />
}}<br />
}}<br />
<br />
==Assist==<br />
{{MoveData<br />
|image=DBFZ_Trunks_AssistChangeTheFuture.png |caption=DI Gunflame whenever you want it!<br />
|input=A1/A2<br />
|name=Change the Future<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Good in neutral closer up.<br />
* Can be used to extend combos.<br />
* Only the projectile has hitboxes.<br />
An all round good assist. It covers a good part of the screen closer up and can't be super dashed through just like the on point version. This can be very useful for limiting an opponent's options once you're in range, helping you approach more easily. However, please note that similar to when Trunks is on point, he'll do a dash forward before doing it. This creates a bit of dead zone where the attack doesn't hit directly in front of your character so be sure to learn the spacing for when to use this assist in neutral. <br />
<br />
As with the point version, Trunks will simply power through ki blasts, further adding to this assists utility in neutral.<br />
<br />
In pressure, it's both good for helping you extend your pressure as well as converting mixups you normally wouldn't be able to like the universal overhead. The giant blast can be pretty good at making it a little harder to see what's going on so it can help with mixups as well. <br />
<br />
Its long untech frames allow it to be a very powerful combo extender, as many characters can get easy extensions off of it, both midscreen and in the corner. The way the move hits the opponent also helps as a corner carry tool of sorts. It's not as easy to combo out of as it was before, but is still incredibly strong.<br />
}}<br />
}}<br />
<br />
==Supers==<br />
<br />
====== <font style="visibility:hidden" size="0">Burning Attack</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_BurningAttack.png |caption= ''""Time to end this!"''<br />
|image2=DBFZ_Trunks_BurningAttack-2.png |caption2= ''"This is the power of humanity!"''<br />
|input=236L+M or 236H+S<br />
|name=Burning Attack<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|236HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Single-hit blast which will go through other non-super projectiles (including beams), decent damage for a level 1.<br />
* Generally used to finish characters off or to DHC in another character.<br />
* Minimum damage: 814<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Heat Dome Attack</font> ======<br />
{{MoveData<br />
|image=DBFZ_Trunks_HeatDomeAttack.png |caption= '''''You need to be stopped!'''''<br />
|image2=DBFZ_Trunks_HeatDomeAttack-2.png |caption2= '''''"GET OUT OF MY TIMELINE!"'''''<br />
|input=214L+M or 214H+S<br />
|name=Heat Dome Attack<br />
|data= <br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/Trunks/Data|214HS}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Has start-up invincibility.<br />
* 1715 minimum damage.<br />
* Can catch opponents in the air if low enough.<br />
* Moves Trunks forward slightly, its range slightly farther than 2L.<br />
* Cannot be performed in the air.<br />
* A very powerful Level 3 and finisher with great damage.<br />
* Not always great to DHC in to because the opponent won't take any damage from other supers once Trunks grabs them.<br />
* The throw has additional startup post-flash and options such as jump, Sparking Blast or another Level 3 can be input on reaction to it.<br />
* Can be made unjumpable post-flash by calling assist right before inputting it.<br />
<br />
Very strong level 3 with some surprising range, especially after it was buffed. Can sometimes be used as a way to catch your opponents off guard, though this is somewhat risky considering it's burning 3 bars if it whiffs. Trunks can safejump this with a 236L, though the timing can be a bit troublesome.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lsth:DBFZ/Trunks/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/Trunks/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Trunks]]</div>67.186.80.30https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Vegeta&diff=130735DBFZ/SSB Vegeta2019-10-10T13:10:35Z<p>67.186.80.30: </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 />
{{#lsth:DBFZ/SSB Vegeta/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run<br />
;Play-style<br />
:Rushdown, Rekka<br />
;Team Role<br />
:Point<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 />
* Uses a very efficient grading system.<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 />
* Because of the long startup on Big Bang Attack and his generally stubby normals, he generally loses at range. <br />
* Little to no defensive options.<br />
* His assist isn't great.<br />
* Makes annoying sounds when he gets hit.<br />
|-<br />
|}<br />
{{#lst:DBFZ/SSB Vegeta/Data|Links}}<br />
<br style="clear:both;"/><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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|5L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Typical jab.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|5LL}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Moderately low reach, hitbox doesn't extend beyond his fist and he doesn't move forward very much.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|5LLL}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|5M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|5S}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|2L}}<br />
{{!}}-<br />
{{Description|7|text=<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 |<br />
|name=2M<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|2M}}<br />
{{!}}-<br />
{{Description|7|text=<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 |<br />
|name=2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<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 |<br />
|name=2S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|6M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|j.L}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|j.M}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|j.2H}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|j.2S}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|j.236L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|j.236M}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|236X > L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|236X > M}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|236X > H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits once and moves SSGSS Vegeta forward.<br />
* Can no longer choose to stay same side, always side switch no matter what.<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|236X > X > L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|236X > X > M}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|236X > X > H}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|j.214L}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|j.214M}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|A1/A2}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|236LM}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
* Minimum damage: 792<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 />
{{AttackVersion|name=Held}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|236[LM]}}<br />
{{!}}-<br />
{{Description|8|text=<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 />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lsth:DBFZ/SSB Vegeta/Data|236HS}}<br />
{{!}}-<br />
{{Description|7|text=<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 />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|j.214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Final Flash Attack}}<br />
{{#lsth:DBFZ/SSB Vegeta/Data|214[HS]}}<br />
{{!}}-<br />
{{Description|8|text=<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 83*20, 924.<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 />
==Navigation==<br />
{{#lsth:DBFZ/SSB Vegeta/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[DBFZ/SSB Vegeta/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Vegeta]]</div>67.186.80.30