DBFZ/Goku: Difference between revisions

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* '''Space Control:''' Numerous ki blasts and a beam allow him to control horizontal and vertical space. A charged [[DBFZ/Goku#Spirit Bomb| Spirit Bomb]] tracks and beats most approach options.  
* '''Space Control:''' Numerous ki blasts and a beam allow him to control horizontal and vertical space. A charged [[DBFZ/Goku#Spirit Bomb| Spirit Bomb]] tracks and beats most approach options.  
* '''Extraordinary Super Damage:''' [[DBFZ/Goku#Kaioken| Kaioken X3/X20]] and [[DBFZ/Goku#Super Spirit Bomb| Super Spirit Bomb]] boast the highest Super damage.
* '''Extraordinary Super Damage:''' [[DBFZ/Goku#Kaioken| Kaioken X3/X20]] and [[DBFZ/Goku#Super Spirit Bomb| Super Spirit Bomb]] boast the highest Super damage.
* '''Assist Variety:''' [[DBFZ/Goku#Assist A|A]] is useful for combo extensions and [[DBFZ/Goku#Assist B| B]] is very unique in that it builds a large amount of bar while also charging a level of [[DBFZ/Goku#Spirit Bomb| Spirit Bomb]].  
* '''Assist Variety:''' [[DBFZ/Goku#Assist A|A]] is useful for combo extensions and blockstrings, and [[DBFZ/Goku#Assist B| B]] is very unique in that it builds a large amount of bar while also charging a level of [[DBFZ/Goku#Spirit Bomb| Spirit Bomb]].  
|cons=
|cons=
* '''Diva:''' To bring out the full potential of Base Goku, the team has to be structured around him to fully utilize the massive damage of his Supers.
* '''Diva:''' To bring out the full potential of Base Goku, the team has to be structured around him to fully utilize the massive damage of his Supers.

Revision as of 05:32, 8 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Goku
DBFZ Goku Portrait.png
Play-style Balanced, Utility
Team Role Anchor, Middle

Overview

"Low-ranker, elite, whatever. You can beat anyone...it's called hard work!"
Lore:Son Goku (named directly after the Japanese naming of Journey to the West protagonist Sun Wukong) is a martial artist of incredible skill and renown. After defeating Piccolo Jr. At the 23rd Budokai, Goku would have a son, Son Gohan, and not long after would learn of his true heritage as a Saiyan, a member of a fearsome warrior race. His skills would only grow stronger after dying at the hands of his brother, and villainous Saiyan, Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb. Goku would go on to challenge and shock both Nappa and Vegeta, and would then set off to Namek to revive his fallen friends, constantly training to be stronger on the way.

Playstyle

 Goku  Goku is a quirky support character whose numerous tricks amount to massive damage, and gets even stronger with every fallen ally.

Pros
Cons
  • Solid Pressure: Has access to many safe normals that incentivize staggers, further aided with Back Throw.
  • Space Control: Numerous ki blasts and a beam allow him to control horizontal and vertical space. A charged Spirit Bomb tracks and beats most approach options.
  • Extraordinary Super Damage: Kaioken X3/X20 and Super Spirit Bomb boast the highest Super damage.
  • Assist Variety: A is useful for combo extensions and blockstrings, and B is very unique in that it builds a large amount of bar while also charging a level of Spirit Bomb.
  • Diva: To bring out the full potential of Base Goku, the team has to be structured around him to fully utilize the massive damage of his Supers.
  • High/Low: His only low is 2M, making his standard high/low mix-up game less than ideal.

Normal Moves

5L
5L
DBFZ Goku 5L.png
"Woah woah..."
DBFZ Goku 5LL.png
"Stop..."
DBFZ Goku 5LLL.png
"Goku Time!"
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5L
  • Standard jab.
5LL
  • Knocks opponent lightly off their feet.
  • Good hit and block stun.
  • Can convert into 2M or 1S.
5LLL
  • Causes wallbounce.
  • Hits both in front and behind Goku.
5M
5M
DBFZ Goku 5M.png
"Kidney Punch!"
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  • Short reach, but very quick.
  • Can connect with 5LL into jump cancel.
5H
5H
DBFZ Goku 5H.png
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  • Short reaching 5H with a slightly quicker startup than most.
5S
5S
DBFZ Goku 5S.png
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  • Can be repeated up to 6 times.
2L
2L
DBFZ Goku 2L.png
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  • Not a low.
2M
2M
DBFZ Goku 2M.png
the lifeline
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  • IAD j.S 2M has deceptively long range and can hit from almost fullscreen.
  • Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up.
2H
2H
DBFZ Goku 2H.png
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  • Universal anti-air.
  • Poor horizontal reach.
2S
2S
DBFZ Goku 2S.png
"Go, my children."
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  • Can be aimed with 1/2/3S.
  • Does not track.

After this is used twice, regardless of which versions are used, it will transition into 2SSS.

2SSS
2SSS Dive into those DMs Template:AttackDataHeader-DBFZ
  • Overhead after 2SS.
  • Causes sliding knockdown with a bounce long enough to connect 236L.
  • Can be iad cancelled during sparking for combo extensions.
6M
6M Template:AttackDataHeader-DBFZ
  • Universal overhead.
j.L
j.L
DBFZ Goku jL.png
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  • Short ranged normal. Mostly used during aerial blockstrings.
j.M
j.M
DBFZ Goku jM.png
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  • Good air to air normal. Can cross the opponent up, if delayed enough.

Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H.

Note: you can shorten the delay by inputting the directional input of your opponent (4 or 6). This is a universal mechanic.

j.H
j.H
DBFZ Goku jH.png
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  • Great jump-in normal and combo starter.
j.S
j.S
DBFZ Goku jS.png
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  • Goku fires a downward ki blast.
  • Halts Goku's momentum when used.
j.2H
j.2H
DBFZ Goku j2H.png
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  • Goku does an upward kick. Not an overhead in the air.
  • Deceptive horizontal reach. Good for quick mid air conversions after a mid air clash, i.e. super dash clash or blocking opponents super dash while in the air.

Special Moves

Heavy Elbow
Heavy Elbow
236L/M/H (Air OK)
DBFZ Goku HeavyElbow.png
You're wide op- wait a sec, this isn't Ginyu! Or is it?
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Ground L
Air L
  • Can be used to end blockstrings safety.
Ground M
Air M
  • Causes wallbounce.
  • Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons.
Ground H
Air H
  • Causes wallbounce.
  • Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).
Back Throw
Back Throw
214L/M/H
DBFZ Goku BackThrow.png
Silly Goku, thinking he can dunk like 16!
DBFZ Goku BackThrow2.png
"Weeeee!"
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L
  • Grabs and throw behind him.
  • Can be followed up with vanish.
  • Does not use up Goku's smash, allowing for conversions in Sparking.
  • Can be comboed into.
M
  • Moves forward before grabbing.
  • Does the 2SSS (divekick) animation on hit.
  • Causes sliding knockdown, but can be comboed after with the right assist.

Now gives Goku some great oki - enough to charge at least 1 level of 214S. The big range on this command grab allow it to be somewhat tricky if your opponent isn't expecting it, or if you can cover up the startup with an assist or something similar. It's hard to get big damage off of it regularly, but it is still a solid option. Because of its slow startup, you can also just cancel it from a normal and have it grab the opponent because the blockstun ends by the time the actual throw comes out. It's a lot better in pressure due to the buffs, as Goku can now properly get oki afterwards, and convert with the proper assists or timing.

H
  • Moves forward like the M version, but a bit further ahead.
  • New followup. Goku throws you backwards, then teleports away and flies in with a shoulder similar to the 236x series. This can be easily comboed afterwards.
  • If you follow up with a Superdash, Goku can use up his Smash and get sliding knockdown. However, if you follow up with anything else, you do not get the sliding knockdown.

A much more interesting move for Goku. While the fact that you can only get sliding knockdown via superdash into Smash kind of hurts it's ease of use, you can still easily combo into 2SSS or downwards angled Kamehameha. The damage isn't amazing, but it is still decent enough, and with assists it can be much easier to combo into sliding knockdown.

Kamehameha
Kamehameha
236S (Air OK)
DBFZ Goku Kamehameha.png
Hawaiian King attack
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Ground
Air
  • Can be aimed up or down like SS Goku.
  • If angled downwards in the air, it will cause a sliding knockdown. It is not as strong as one from using a Smash, but is still very helpful for Goku's vanish combos.
  • Only hits once, but will still clash with other beams.
  • Wallbounces.
Everyone, lend me your energy!
Everyone, lend me your energy!
214S
DBFZ Goku Everyone.png
"De-de-de, de-de-de, de-de-do, I'ma charging my attack!"
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  • Can be held for up to three levels.
  • Can call assists during charge.
  • Will build a small amount of meter for each level charged up.
  • If used after an opponent is KO'd, you still get the Spirit Bomb charge

Proof here at 2:15- https://youtu.be/B8z3LV0EObw

Spirit Bomb
Spirit Bomb
214S after gathering energy
DBFZ Goku SpiritBomb.png
"Better use that thing that always works!"
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Level 1
Level 2
Level 3
  • All version has minimum damage of 20%.
  • Homes in on the opponent and cannot be superdashed through.
  • Any version can be followed up with Super Dash.
  • Level 1 and Level 2 can be connected into a combo by using 2SSS after explosion (possibly 1SS or 3SS depending on distance from opponent).
  • Level 3 carries high enough to combo into Super Spirit Bomb.

With a fully-charged Spirit Bomb, 2M/5M > 5H > 214S is almost 75% damage and becomes a ToD with Limit Break.

Z Assists

Assist A
Energy Shockwave
Assist A
DBFZ Goku 5LLL.png
"I'll save ya again, best buddy!"
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  • Causes wallbounce and hits both in front and behind Goku.
  • Huge hitstun.

Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful.

Assist B
Everyone, lend me your energy!
Assist B
DBFZ Goku Everyone.png
Dark Harmonizer
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  • Charges 1 Spirit Bomb level and 3/4 of a bar
  • Full Spirit Bomb levels makes it charge one full bar.

Goku appears on screen and charges a level of Spirit Bomb. While he's charging, he will also increase your meter by about .75 bars. He can do this assist as many times as he would like, there's no limit based on his current Spirit Bomb level. This assist also increases Goku's actual Spirit Bomb even if he already has one charged up, making getting the full level 3 charge way easier.

While not an attack and thus hinders your team by taking the place of a more traditional assist, the support value it adds makes it a considerable option. Not only does it build large chunks of meter about every 8 seconds, it charges a Spirit Bomb level with each use, making Goku likely have access to a fully charged Spirit Bomb by the time he comes in, especially if he was at Anchor. The assist enables certain playstyles/team compositions who profusely spend meter to thrive, and overall removes meter deficiencies so long it is used every time it's off cooldown. It's very good at what it does, but may leave a hole in your team with the jobs a normal assist fulfills such as with combo extensions, blockstring pressure, and neutral. Evaluate the trade-offs carefully.

Assist C
Kamehameha
Assist C
DBFZ Goku Kamehameha.png
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Goku does a Kamehameha, and then teleports behind the opponent to smack them back to the ground. Most likely harder to confirm than other assists of this style due to how his beam is only one hit.

  • Is one of the 5 beam-type C assists that start up on the same frame as the other beams.

Super Moves

Kaioken
Kaioken
236L+M or 236H+S
DBFZ Goku Kaioken.png
"NOW I WANT TOTAL POWER!"
DBFZ Goku KaiokenFinisherLM.png
"Kaio wha- AAAGH!!!"
DBFZ Goku KaiokenFinisherHS.png
"KAIOKEN... TIMES FOUR!"
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Kaioken
  • Kaioken has 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.
  • On block or hit, any Kaioken followup can cancel into any other, except itself.
  • All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to connect after a solo combo, i.e. 5L, 5S, Enders.
  • Enders can be used at any time but cannot be followed up, even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit with a full team).
  • On hit, using the same followup more than once will cause it to be "staled," receiving reduced damage (550)
  • Minimum damage: 18% for all followups including staled, excluding Kame enders.

This means to maximize damage, you want to cycle through all unique followups.

However, due to all staled moves dealing the same amount of damage, this also means that a string like S L L L... will do more damage, is a lot easier to execute, while still keeping the corner carry ability of S L S L...

5L
  • Startup: Followups are done 3f before time freeze ends. So Kaioken activation > 5L has startup of: 9 - 3 + 13 = 19f.
  • Activating Kaioken and not pressing any button will automatically does 5L, but it's 1f slower than manually pressing 5L (20f).
  • Mashing L will alternate between 5L and 2L.
2L
  • Won't overshoot the opponent.
  • Vulnerable to Anti-Airs.
  • Due to sharing the same rolling animation as 5M, can be used as some sort of mixup.
5M
  • Switches sides if the opponent is less than a fullscreen away.
  • Has invincibility during the roll.
  • Mashing M will alternate between 5M and 2M.
2M
  • On block, switches sides if the opponent is less than a fullscreen away.
5H
  • On hit, switches sides and wall bounces.
  • Very long startup but deals the most damage, albeit not by much.
  • Only hit once per string, like other command grabs.

Can be solo combo'd into in the corner. Some characters can also DHC immediately into Kaioken 5H.

5S
  • Stands still and shoots a Ki blast forward.
  • Common starter from sliding knockdowns due to the short startup.
2S
  • Similar to 5S, but aims diagonally.
  • Can only combo into enders.
Kaioken Finisher
L+M
  • Teleports to the opponent and is fully invincible on startup.
  • The second part only come out on hit.
  • Both hit can be canceled into Kaioken Kamehameha by pressing L+M or H+S, but only if team members are down.
x3 Kaioken Kamehameha
H+S when one team
member is down
  • Costs 1 bar.
  • Minimum damage: 55*15 [55*14].
  • Canceling from the first hit of Finisher gives a cinematic version, teleporting out of the corner. Values in [] are on cinematic.
  • Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed up.
x20 Kaioken Kamehameha
H+S when two team
members are down
  • Costs 1 bar.
  • Minimum damage: 50*20.
  • Teleports backward, tracks everywhere on screen, then fires a Kamehameha straight forward.
  • Canceling from the first hit of Finisher gives a cinematic version, teleporting out of the corner.
  • Causes a hard knockdown regardless of height.
Super Spirit Bomb
Super Spirit Bomb
214L+M or 214H+S (Air OK)
DBFZ Goku SuperSpiritBomb.png
Wanna see a magic trick? Imma make your health bar disappear before your very eyes!
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Ground
Air
  • Minimum damage in a combo: ~2090.
  • Teleports up and backward in midscreen before throwing the bomb. If he's cornered and the opponent is less than halfscreen away from the corner, will teleport out and throw the bomb back in.
  • Bomb disappears if Goku is hit.

Very high damage, but is more often than not unusable since it's way too slow to combo after a sliding knockdown, easily countered if used as a reversal by just running under and Super Dashing up, and is not in any way a reliable air counter to Super Dash or raw tag (they'll just fly away instead of homing in on Goku).

Thus this Super is a unique one in that you have to build your team around comboing into it. Some characters can easily DHC from their Lv1 Supers into this like SS Goku or Beerus, others will have to get more creative like using attacks with long animation to hold the opponent in place, and some won't be able to combo into it at all.

The only realistic way for Goku to combo into SSB by himself is with a Lv3 charged 214S, e.g. anything > Vanish ▷ 5LLL > 214S > 214L+M. But since nobody will just let you charge 214S all the way to level 3, you'll either have to find a combination of assists that lets you charge mid-combo or blockstring, or use his own B assist and charge it while being offscreen.

Note that 214S > 214L+M is NOT a guaranteed combo, hitstun decay can kick in in the middle of 214S and the opponent will tech as soon as it explodes.

Navigation

To edit frame data, edit values in DBFZ/Goku/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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