(→2SSS) |
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* 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. | * 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 hit from a solo combo. | * All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to hit from a solo combo, i.e. 5L, 5S, Kamehameha enders. | ||
* The Kaioken enders can be used at any time, | * The Kaioken enders can be used at any time but cannot be followed up, as the first hit or even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit with a full team). | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|description= | |description= | ||
* Using a followup more than once in the string will cause it to be "staled," receiving reduced damage. | * Using a followup more than once in the string will cause it to be "staled," receiving reduced damage. | ||
* Beside staling, all | * Beside staling, all followups have 15% minimum damage, excluding enders. | ||
All staled moves deal the same amount of damage, so if you're not planning to | All staled moves deal the same amount of damage, so if you're not planning to get fancy with Kaioken, there's no reason why you shouldn't just mash L. | ||
In fact, alternating 5S, 5L into Finisher and x20 Kamehameha will do less than start with 5S then mash L (1720 compared | In fact, alternating 5S, 5L into Finisher and x20 Kamehameha will do less than start with 5S then mash L (1720 compared to 1735). | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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* Costs 1 bar. | * Costs 1 bar. | ||
* [] is when cancelling from Kaioken Finisher. | * [] is when cancelling from Kaioken Finisher. | ||
* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed | * Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed up. | ||
* Because Kaioken is not invincible on startup, this only deals 50% blue life. | * Because Kaioken is not invincible on startup, this only deals 50% blue life. | ||
}} | }} |
Revision as of 01:17, 27 January 2019
Goku |
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Prejump: Assist Cooldown:
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Overview
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, whose skills only grew stronger after dying at the hands of the 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.
The Saiyan - Early Namek Arc version of Goku flies into Dragon Ball FighterZ as a DLC character. Much like his Super Saiyan counterpart, he is a natural all-rounder with a variety of moves. While he doesn't have his Super Saiyan version's zoning or his SSGSS version's close-range game, he has his own quirks that set him apart from them and make him stand out.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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2S
2S |
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2SSS
2SSS |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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Specials
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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Assist
5LLL A1/A2 |
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Supers
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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