Difference between revisions of "DBFZ/GT Goku/Okizeme"

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(214H+S)
(214H+S)
 
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This is where the party begins. While falling, whiff j.H. When you land, whiff 2M, then hold [9]. From there you can:
 
This is where the party begins. While falling, whiff j.H. When you land, whiff 2M, then hold [9]. From there you can:
 
<br>
 
<br>
1. Stay in front (j.H/j.ML)
+
# Stay in front (delay airdash j.H/j.ML)
<br>
+
# Fake crossup (j.2S[6])
2. Fake delay crossup (j.2S[4])
+
# Actual crossup (airdash j.M/H)
<br>
+
# Empty low (delay airdash, land 2L)
3. Real delay crossup (j.2S[6])
+
# Empty crossup low (airdash over 2L)
<br>
+
# Dragon rush (land and DR)
4. Actual crossup (airdash j.M/H)
 
<br>
 
5. Empty low (land 2L)
 
<br>
 
6. Empty crossup low (airdash over 2L)
 
<br>
 
7. Dragon rush (land and DR)
 
<br>
 
 
This is roughly equivalent to Bardock's pre-patch level 3, with the added benefit that you can also use it mid combo. Yes, it's ridiculous. Yes, you should abuse it.
 
This is roughly equivalent to Bardock's pre-patch level 3, with the added benefit that you can also use it mid combo. Yes, it's ridiculous. Yes, you should abuse it.
  

Latest revision as of 20:40, 13 September 2019

Introduction[edit]

A short paragraph explaining in the broadest terms what the character's oki is like.

This section should be accessible to players who are fresh out of the tutorial and to people who do not play this character. It's OK to have this section be a little redundent when compared with the more detailed sections of the oki page. The goal here is to provide an overview that somebody can read with little to no experience with the character and walk away with a basic understanding of the character's goals during an oki situation.


Oki Options[edit]

j.2H and j.214M[edit]

After a midscreen j.2H, you get an IAD safejump. j.214M gives you nothing midscreen, but it gives a non-IAD safejump in the corner.

214L+M[edit]

When non-enhanced, you're only allowed to get a high-low. When one character is down, you can also get a crossup.

214H+S[edit]

This is where the party begins. While falling, whiff j.H. When you land, whiff 2M, then hold [9]. From there you can:

  1. Stay in front (delay airdash j.H/j.ML)
  2. Fake crossup (j.2S[6])
  3. Actual crossup (airdash j.M/H)
  4. Empty low (delay airdash, land 2L)
  5. Empty crossup low (airdash over 2L)
  6. Dragon rush (land and DR)

This is roughly equivalent to Bardock's pre-patch level 3, with the added benefit that you can also use it mid combo. Yes, it's ridiculous. Yes, you should abuse it.

Choosing an Oki Route[edit]

Choosing Oki with GT Goku is simply a matter of your meter and screen position. If you're midscreen, use j.2H. If you're in the corner with no meter, use j.214M. If you have 3 bars and no assist, use 214L+M (or better yet save the bar for 214H+S). If you have 4+ bars or 1 assist, use 214H+S. ALWAYS use 214H+S if you can.

Video Examples[edit]

Navigation[edit]


Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc