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* Charges 1 Spirit Bomb level and | * Charges 1 Spirit Bomb level and 1 full bar of meter. | ||
* | * If Spirit Bomb is already fully charged, this assist gains an additional 0.18 bar of charge per use. | ||
Goku appears on screen and charges a level of Spirit Bomb. While he's charging, he will also increase your meter by | Goku appears on screen and charges a level of Spirit Bomb. While he's charging, he will also increase your meter by one bar. 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.''' | 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.''' | ||
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======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
{{MoveData | {{MoveData |
Revision as of 15:37, 22 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Goku is a shoto Short for "Shotokan" A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. and grappler hybrid, in a sense. Although his tools are quite well rounded and easily comparable to his Super Saiyan counterpart, they're a bit trickier to put to their full potential or otherwise loaded with specific quirks. He also struggles to get as many slide knockdowns as other shoto characters in this game, and his Super Spirit Bomb level 3 cannot be used traditionally. However, Goku can still get the job more than done thanks to his versatility, Back Throw and his damage. Back Throw is a quick command grab giving Goku surprisingly effective and easy tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. as well as a sideswap. As for damage, Goku's Spirit Bomb and advanced combo routes help him chew out characters even without spending any meter, and his Kaioken super gets stronger with each of his allies that are downed. Lastly, his assists are great and make Goku an excellent addition to your team. Ultimately, Goku is easy to learn and hard to master, with a diverse toolkit that needs some labbing and a team to put to its max efficiency.
"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. |
Goku Goku is a quirky support character whose numerous tricks amount to massive damage, and gets even stronger with every fallen ally.
- 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 raw Super damage in the game.
- 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 charging a level of Spirit Bomb.
- Last Character: Resources like Limit Break, late-game meter reserves, and even Sparking! allow Goku's damage with his upgraded Supers to skyrocket.
- Reversal: Super Spirit Bomb is Goku's only frame 1 invulnerable attack, but it's too slow to be used to escape pressure.
- 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 less than ideal.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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2SSS
2SSS | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Heavy Elbow
Heavy Elbow 236L/M/H (Air OK) |
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Back Throw
Back Throw 214L/M/H |
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Kamehameha
Kamehameha 236S (Air OK) |
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Everyone, lend me your energy!
Everyone, lend me your energy! 214S |
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Spirit Bomb
Spirit Bomb 214S after gathering energy |
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Z Assists
Assist A
Energy Shockwave Assist A |
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Assist B
Everyone, lend me your energy! Assist B |
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Assist C
Kamehameha Assist C |
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Super Moves
Kaioken
Kaioken 236L+M or 236H+S |
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Super Spirit Bomb
Super Spirit Bomb 214L+M or 214H+S (Air OK) |
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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.