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{{#lsth: | {{#lsth:{{PAGENAME}}/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
;Play-style | ;Play-style | ||
:High Mobility | :High Mobility | ||
;Team Role | |||
:Middle, Anchor | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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</div> | </div> | ||
==Overview== | ==Overview== | ||
The incarnation of Son Goku | The incarnation of Son Goku appearing in Dragon Ball GT. The Pilaf Gang, using the Black Star Dragon Balls, accidentally wishes for Goku to return to when he was a child, thus returning to the prime of his youth. The use of these Dragon Balls, however, would destroy the planet in a year and were scattered through the galaxy, making Goku, his grandchild Pan, and Trunks (not to be confused with Future Trunks) to step into the grand tour to recover them. Goku in this iteration has a tail, so as to better control his Saiyan energy during Super Saiyan 3, as his young body is very frail and struggles to do so naturally. He attained Super Saiyan 4 (the strongest Super Saiyan form in GT) on the resurrected Planet Tuffle after absorbing Blutz Waves produced by the light reflected from Earth. He also wields the Power Pole, a magic pole that Goku was given by his Grandfather, Son Gohan. It has the ability to extend to great lengths, perhaps even indefinitely, and was one of the most important tools in Goku's arsenal in his younger years. | ||
The ''Dragon Ball GT'' version of Goku joins ''Dragon Ball Fighterz'' as a DLC character. Here, | The ''Dragon Ball GT'' version of Goku joins ''Dragon Ball Fighterz'' as a DLC character. Here, GT Goku excels at everything you could possibly ask him to do, but especially in speed and damage. | ||
===Strengths/Weaknesses=== | ===Strengths/Weaknesses=== | ||
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|- style="vertical-align:top;text-align:left" | |- style="vertical-align:top;text-align:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * Capable of taking on any situation. All-around fantastic at everything. | ||
* | * Small hurtbox and is very fast. This makes it hard for his opponent to ascertain what he is actually doing. | ||
* | * Is a mixup machine with long blockstring, 3 lows, an aerial fastfall. | ||
* Utilizes meter very efficiently. Both of his EX specials allow him to dominate the neutral or outright skip it. | |||
* Does average damage on his own, but with resources, his damage is near unparalleled. | |||
* | * One of the best anti-air assist in the game. Can be easily converted on hit and forces the opponent to the ground on block. | ||
* | |||
* | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * Most of his normals are stubby, despite the few really strong outliers. | ||
* | * No traditional Ki blasts, and Power Pole is too slow for keepaway. | ||
|- | |- | ||
|} | |} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
== | ==Normal Moves== | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5L | |name=5L | ||
|image=DBFZ_GTGoku_5L.png |caption= | |||
|image2=DBFZ_GTGoku_5LL.png |caption2=LELELELEL | |||
|image3=DBFZ_GTGoku_5LLL.png |caption3=yeet | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5L}} | {{AttackVersion|name=5L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Pushes Goku forward a bit giving it a deceptive range. | |||
* Pushes Goku forward a bit giving it a | * On air hit, has next to zero knockback allowing him to convert into 5LL. | ||
One of the stronger 5L to mash out. | |||
}} | }} | ||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* All hits easily connect against airborne opponents | * All hits easily connect against airborne opponents | ||
Better than most 5LL on block since it locks down the opponent for longer as Goku stalls for his assist to regen. | |||
If 5L is reflected, 5LL does not go far enough to hit the opponent again. | |||
}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Switches sides on hit. | * Switches sides on hit. | ||
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. | * Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. | ||
Very commonly used for back-to-corner combos and to combo into Spirit Bomb. | |||
Like the other 5LLL grabs, Goku can also tickthrow with low blockstun assists, though this isn't crucial for him as he has numerous other options to open opponents up. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |name=5M | ||
|image=DBFZ_GTGoku_5M.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Advances forward a respectable distance | * Advances forward a respectable distance | ||
If you get tagged by this in the corner, you're going to | If you get tagged by this in the corner, you're going to die. Simple as. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name=5H | ||
|image=DBFZ_GTGoku_5H.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Essentially a less useful 5M. Mostly a blockstring filler. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |name=5S | ||
|image=DBFZ_GTGoku_5S.png |caption=E X P A N D | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Near fullscreen physical strike that does not have any hurtbox. | ||
* The pole's hitbox is at the tip and travels forward like a projectile. | |||
* Wall splats on Smash hit, can confirm with SD. | |||
Rather slow, loses to projectiles, controls a very limited space, reward on hit is rather lacking. | |||
Is not seen often due to GT Goku already having fantastic neutral tools, but good to throw out from time to time. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |name=2L | ||
|image=DBFZ_GTGoku_2L.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * 2L slides forwards, but 2LL does not. | ||
While the slide sounds pretty good. From a blockstring into 214L airdash high/land low, even in the corner, 2L will whiff against most of the cast. You'll mostly be using 2M for the mix even if it's slower. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |name=2M | ||
|image=DBFZ_GTGoku_2M.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Shorter range than 5M, but goes further than 2L. | ||
The reward on hit is as high as 5M, but it's not something you can throw out in neutral. | |||
Blockstring 214L into land 2M if hit is a guaranteed 50%, or if he has resources, it's a dead character. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name=2H | ||
|image=DBFZ_GTGoku_2H.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Universal | * Universal anti-air, faster than the average 2H | ||
* Puts Goku airborne. | |||
* On Smash hit, combos into SD. | |||
About the same as all of the other Goku's 2H. It's not fantastic, but it'll do. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2S | |||
|image=DBFZ_GTGoku_2S.png |caption=Why is this a low | |image=DBFZ_GTGoku_2S.png |caption=Why is this a low | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Vaults almost fullscreen. Hold {{4}} during startup to leap half as far | ||
* Recovers in mid-air and has access to air options | |||
* Whiff cancellable into j.S, j.2H, j.2S, specials, supers. | |||
* On block/hit, can be cancelled early into grounded attacks | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |name=6M | ||
|image=DBFZ_GTGoku_6M.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Uses | * Universal overhead. Uses hit and hurtboxes of j.H. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |||
|image=DBFZ_GTGoku_jL.png |caption= | |image=DBFZ_GTGoku_jL.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
It's a tiny jab. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |||
|image=DBFZ_GTGoku_jM.png |caption= | |image=DBFZ_GTGoku_jM.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
It's a tiny kick. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |||
|image=DBFZ_GTGoku_jH.png |caption= | |image=DBFZ_GTGoku_jH.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5LLLLLLL}} | |||
{{#lsth:{{PAGENAME}}/Data|5LLLLLLL}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{Description|8|text= | ||
* Smash hit wall bounces | |||
}} | |||
{{AttackVersion|name=j.H}} | |||
{{#lsth:{{PAGENAME}}/Data|j.H}} | |||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* | * On hit, launches forward instead of down | ||
Faster than most j.H makes this the preferred jump-in compares to j.M, since j.H does more damage, has more range, and they are almost equally as fast. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name=j.S | ||
|image=DBFZ_GTGoku_jS.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Temporarily stalls momentum. | ||
* Similar traits to 5S but hits with the entire pole instead of extending it out. | |||
* Smash hit can confirm into Super Dash | * Smash hit can confirm into Super Dash. | ||
This is Goku's main air combo extender. As a neutral tool, it shares some of the same downsides with 5S, though it's slightly better since the entire pole has a hitbox. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |name=j.2H | ||
|image=DBFZ_GTGoku_j2H.png |caption=Why is this plus | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Smash on air-to-air, gives SKD | * Stops all air momentum. | ||
* Smash on air-to-air, gives SKD. | |||
As a blockstring, 2S > j.2H is a low > high that can be used really late into the string. It's not a true blockstring (12f gap) and j.2H can be easily anti-air'd, but if they choose to block, then this leaves Goku at +4 at minimum. | |||
As a combo ender, it's mostly used when Goku doesn't have any assists backing him up. Since the oki is bette than j.214M, and he can connect any Supers upon landing. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2S | |name=j.2S | ||
|image=DBFZ_GTGoku_j2S.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.2S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Only | * Falls straight down and then recovers in the air. Only hits once he touches the ground | ||
* Can be aimed with 1S and 3S | * Can be aimed with j.1S or j.3S. | ||
* After touching the ground, is whiff cancellable to j.S, j.2H, specials, supers, and can also choose the direction he hops to with {{4}} or {{6}}. j.1S and j.2S default to hopping backward, j.3S hops forward. | |||
Since all of Goku's air normals are either stubby or incredibly slow, he won't be doing typical IAD crossup like most characters (without setups). So instead, he'll be mixing left/right with this move. It's still rather slow, but is really ambiguous. | |||
2S > j.3S covered with the assist is also a high/low setup with delay airdash high and land low. 2S > delay j.3S is also a crossup. | |||
}} | }} | ||
}} | }} | ||
== | ==Special Moves== | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Dragon Flurry Fist</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Dragon Flurry Fist | ||
|input=236L/M/H (Air OK) | |input=236L/M/H (Air OK) | ||
| | |image=DBFZ_GTGoku_DragonFlurryFist.png |caption=LARIAT | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Auto-followup only comes out on hit | ||
}} | }} | ||
{{AttackVersion|name=Ground L}} | {{AttackVersion|name=Ground L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air L}} | {{AttackVersion|name=Air L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Short-ranged charge. | ||
* 5MMM wall bounces. | |||
}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air M}} | {{AttackVersion|name=Air M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Essential combo extender in the corner | * Pauses for a bit before charing just over half screen. | ||
* Smash hit wall splats. | |||
* Essential combo extender in the corner. | |||
}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air H}} | {{AttackVersion|name=Air H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Range of M versions with speed of L versions. | ||
* Smash hit wall bounces. Can be followed up with dash 5LL. | |||
Extremely fast and low commitment, always -3 on block regardless of distance, beats any form of challenge since it's a hitgrab, and leads to a corner carry combo on hit. | |||
After a DR tech in the corner, Goku can throw this out to regain advantage. If it hits he gets a combo, if it's blocked the opponent is forced onto the ground and he's +1 in the air. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Dragon Flash Fist</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Dragon Flash Fist | ||
|input=214L/M/H (Air OK) | |input=214L/M/H (Air OK) | ||
| | |image=DBFZ_GTGoku_DragonFlashFist.png |caption=Skipping neutral, literally | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Recovers in mid-air and has access to air options. | ||
* | * All hits launches except for the last one. | ||
* Considered a beam projectile. | |||
}} | }} | ||
{{AttackVersion|name=Ground L}} | {{AttackVersion|name=Ground L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air L}} | {{AttackVersion|name=Air L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Stays mostly in place. | ||
* Last hit causes a ground bounce that also forces soft knockdown. | |||
Filler for assisted combos since it doesn't Smash. Okay in neutral since it's a fast big orb right in front of Goku, stopping most approaches. | |||
2H > j.214L is a true string that leaves you completely safe. 5H > 214L + assist is a decent high/low. | |||
}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air M}} | {{AttackVersion|name=Air M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Leaps forward a bit. | ||
* | * Last hit on Smash causes a ground bounce SKD, non-Smash is similar to L versions. | ||
Alternate combo ender to j.2H. Though it's almost always a better ender in the corner. | |||
Since all versions always give an identical ground bounce, Goku can always end his corner combos with 214X or j.214X into Assist and 5LLL for Spirit Bomb setups. | |||
}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air H}} | {{AttackVersion|name=Air H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Tracks opponents' horizontal position, goes fullscreen and won't overshoot. | ||
* Last hit on Smash causes a ground bounce SKD, non-Smash is similar to L versions. | |||
Combining with an assist, this is a risk free approach since it cannot be anti-air'd unless Goku is hit before he pulls his orb out. Though the reward on block or hit is not that great compares to similar tracking attacks. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Kamehameha</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Kamehameha | ||
|input=236S (Air OK) | |input=236S (Air OK) | ||
| | |image=DBFZ_GTGoku_Kamehameha.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Slightly angled upward | ||
* Hold S to charge and start running (data in [] refers to maximum charge without running back) | * Hold S to charge and start running (data in [] refers to maximum charge without running back) | ||
* Hold {{4}} during the charge to shimmy backward | * Hold {{4}} during the charge to shimmy backward | ||
* Jails into Vanish | |||
}} | }} | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Stops all air momentum | ||
* Slightly angled downward | |||
Can be used the same way as SS Goku's j.236S2. Controls a giant part of the screen which is great since GT Goku does not have any other projectiles. 2H (blocked) > j.236S has a 3f gap so it can't be challenged without invincible reversals. | |||
However, the beam doesn't cover right underneath him. And since his hurtbox is tiny, the opponent can run under it and punish if it's being thrown out willy nilly. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Reverse Kamehameha</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Reverse Kamehameha | ||
|input=214S (Air OK) | |input=214S (Air OK) | ||
| | |image=DBFZ_GTGoku_ReverseKamehameha.png |caption=Character defining | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Blast does more damage and | * Pauses for a bit, shoots a blast behind him and then dashes forward. | ||
* Can be aimed diagonally | * Blast does more damage and hitstun/blockstun than headbutt. | ||
* On block, blast jails into Vanish, while headbutt makes Goku recover in the air | |||
* Direction + S allows 2 extra dashes even on whiff, block | |||
* No direction + S does j.236S, if Goku haven't used all of his dashes yet | |||
* Can be aimed diagonally. The first hit can only be {{9}}, {{6}}, {{3}}, while the next 2 can be all 6 directions beside {{8}} and {{2}}. | |||
:* Upward: Blast ground bounces | :* Upward: Blast ground bounces | ||
:* Sideways: Blast wall bounces | :* Sideways: Blast wall bounces | ||
:* Downward: Headbutt ground bounces | :* Downward: Headbutt ground bounces | ||
* | * First dash of grounded version does not have Head property. | ||
Incredibly useful combo tool, allowing Goku to convert from j.2S, raw SD, and of course, solo combo into Spirit Bomb. | |||
Can be used as frame trap since it doesn't Smash, cannot be 2H'd, and Goku can solo convert off of this without meter if he's in the corner. | |||
In neutral, Goku can use this to escape the corner, or even use the downward dive to approach. | |||
}} | }} | ||
}} | }} | ||
==Assist== | ==Z Assists== | ||
======<font style="visibility:hidden;font-size:0">Assist A</font>====== | |||
{{MoveData | {{MoveData | ||
|name=Kamehameha | |||
|input=Assist A | |||
|image=DBFZ_GTGoku_Kamehameha.png |caption= | |image=DBFZ_GTGoku_Kamehameha.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Assist A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Ground beam, runs slightly forward | * Ground beam, runs slightly forward | ||
Incredible anti air. While blockstun may be average for a beam, but the angle at which this fires makes it a prime neutral tool. It cuts off a huge section of the screen and forces the opponent to block at around superjump height, where a lot of players like to hang around. Blocking it drags them to the ground, allowing for your point character to run up and get pressure. On top of the upsides on block, it also has very high advantage on hit, allowing for superdash confirms pretty much everywhere. | |||
Depending on the point character, this assist can setup for unbeatable round starts as well. | |||
}} | |||
}} | |||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | |||
{{MoveData | |||
|name=Dragon Flash Fist | |||
|input=Assist B | |||
|image=DBFZ_GTGoku_DragonFlashFist.png |caption= | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|Assist B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Causes a ground bounce. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|image= | |name=Power Pole | ||
|input=Assist C | |||
|image=DBFZ_GTGoku_jS.png |caption= | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|Assist C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Tracks the opponent anywhere on screen. | |||
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD. | |||
}} | |||
}} | |||
==Super Moves== | |||
======<font style="visibility:hidden;font-size:0">Super Kamehameha</font>====== | |||
{{MoveData | |||
|name=Super Kamehameha | |||
|input=236L+M or 236H+S | |input=236L+M or 236H+S | ||
| | |image=DBFZ_GTGoku_SuperKamehameha.png |caption=Original Attack no Jutsu | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236LM}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Cost 1 Ki gauge | * Cost 1 Ki gauge | ||
* Damage increased when a teammate is downed | |||
* Minimum damage: 72*10 [87*10] | * Minimum damage: 72*10 [87*10] | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Dragon Fist Explosion</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Dragon Fist Explosion | |||
|input=214L+M (Air OK) | |||
|image=DBFZ_GTGoku_DragonFistExplosion.png |caption= | |image=DBFZ_GTGoku_DragonFistExplosion.png |caption= | ||
|image2=DBFZ_GTGoku_DragonFistExplosion2.png |caption2= '''''"I'll put everything I got into this punch!''''' | |image2=DBFZ_GTGoku_DragonFistExplosion2.png |caption2='''''"I'll put everything I got into this punch!''''' | ||
|data= | |||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214LM}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214LM}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Cost 3 Ki gauges | * Cost 3 Ki gauges | ||
* Goes halfscreen. Switches sides on hit | |||
* Damage increased when a teammate is downed, but oki is unchanged. The only "real" option he gets is an IAD j.H safe jump. | |||
* Minimum damage: 1659 [1859] | * Minimum damage: 1659 [1859] | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Super Ultra Spirit Bomb</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Super Ultra Spirit Bomb | ||
|input=214H+S (Air OK) | |input=214H+S (Air OK) | ||
| | |image=DBFZ_GTGoku_SuperUltraSpiritBomb.png |caption=RIP oki 2019-2020 | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214HS}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214HS}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Cost 3 Ki gauges | * Cost 3 Ki gauges | ||
* Minimum damage: | * Minimum damage: 39*31, 159 (1368) | ||
* | * Teleports backward in midscreen before throwing the bomb, or switches side if he's cornered. | ||
* | * Recovers in the air right after he throws it. Bomb disappears only if Goku is hit. | ||
* Comboing afterward doesn't have Super scaling. Soft knockdown if the opponent is left falling to the ground. | |||
There are 2 common ways to combo into this super. Both requires the corner, though he can combo into it midsceen as well. First is 5LLL > 214S[8]~1S > j.214H+S, the second is anything > Vanish > delay j.214S~1S > j.214H+S. Afterward, you can either airdash j.DR for a sliding knockdown, or land, dash DR > 236M for optimal bar dump, though it's slightly harder. | |||
}} | }} | ||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{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.}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category:Goku]] | [[Category:Goku]] |
Revision as of 12:52, 27 February 2020
Goku (GT) |
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Overview
The incarnation of Son Goku appearing in Dragon Ball GT. The Pilaf Gang, using the Black Star Dragon Balls, accidentally wishes for Goku to return to when he was a child, thus returning to the prime of his youth. The use of these Dragon Balls, however, would destroy the planet in a year and were scattered through the galaxy, making Goku, his grandchild Pan, and Trunks (not to be confused with Future Trunks) to step into the grand tour to recover them. Goku in this iteration has a tail, so as to better control his Saiyan energy during Super Saiyan 3, as his young body is very frail and struggles to do so naturally. He attained Super Saiyan 4 (the strongest Super Saiyan form in GT) on the resurrected Planet Tuffle after absorbing Blutz Waves produced by the light reflected from Earth. He also wields the Power Pole, a magic pole that Goku was given by his Grandfather, Son Gohan. It has the ability to extend to great lengths, perhaps even indefinitely, and was one of the most important tools in Goku's arsenal in his younger years.
The Dragon Ball GT version of Goku joins Dragon Ball Fighterz as a DLC character. Here, GT Goku excels at everything you could possibly ask him to do, but especially in speed and damage.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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If you get tagged by this in the corner, you're going to die. Simple as. |
5H
5H |
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Essentially a less useful 5M. Mostly a blockstring filler. |
5S
5S |
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Rather slow, loses to projectiles, controls a very limited space, reward on hit is rather lacking. Is not seen often due to GT Goku already having fantastic neutral tools, but good to throw out from time to time. |
2L
2L |
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While the slide sounds pretty good. From a blockstring into 214L airdash high/land low, even in the corner, 2L will whiff against most of the cast. You'll mostly be using 2M for the mix even if it's slower. |
2M
2M |
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The reward on hit is as high as 5M, but it's not something you can throw out in neutral. Blockstring 214L into land 2M if hit is a guaranteed 50%, or if he has resources, it's a dead character. |
2H
2H |
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About the same as all of the other Goku's 2H. It's not fantastic, but it'll do. |
2S
2S |
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6M
6M |
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j.L
j.L |
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It's a tiny jab. |
j.M
j.M |
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It's a tiny kick. |
j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S |
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This is Goku's main air combo extender. As a neutral tool, it shares some of the same downsides with 5S, though it's slightly better since the entire pole has a hitbox. |
j.2H
j.2H |
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As a blockstring, 2S > j.2H is a low > high that can be used really late into the string. It's not a true blockstring (12f gap) and j.2H can be easily anti-air'd, but if they choose to block, then this leaves Goku at +4 at minimum. As a combo ender, it's mostly used when Goku doesn't have any assists backing him up. Since the oki is bette than j.214M, and he can connect any Supers upon landing. |
j.2S
j.2S |
Template:AttackDataHeader-DBFZ
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Since all of Goku's air normals are either stubby or incredibly slow, he won't be doing typical IAD crossup like most characters (without setups). So instead, he'll be mixing left/right with this move. It's still rather slow, but is really ambiguous. 2S > j.3S covered with the assist is also a high/low setup with delay airdash high and land low. 2S > delay j.3S is also a crossup. |
Special Moves
Dragon Flurry Fist
Dragon Flurry Fist 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Dragon Flash Fist
Dragon Flash Fist 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Kamehameha
Kamehameha 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Reverse Kamehameha
Reverse Kamehameha 214S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Kamehameha Assist A |
Template:AttackDataHeader-DBFZ
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Incredible anti air. While blockstun may be average for a beam, but the angle at which this fires makes it a prime neutral tool. It cuts off a huge section of the screen and forces the opponent to block at around superjump height, where a lot of players like to hang around. Blocking it drags them to the ground, allowing for your point character to run up and get pressure. On top of the upsides on block, it also has very high advantage on hit, allowing for superdash confirms pretty much everywhere. Depending on the point character, this assist can setup for unbeatable round starts as well. |
Assist B
Dragon Flash Fist Assist B |
Template:AttackDataHeader-DBFZ
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Assist C
Power Pole Assist C |
Template:AttackDataHeader-DBFZ
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Super Moves
Super Kamehameha
Super Kamehameha 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
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Dragon Fist Explosion
Dragon Fist Explosion 214L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
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Super Ultra Spirit Bomb
Super Ultra Spirit Bomb 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.