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====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Goku_5L.png |caption=''"Woah woah..."'' | ||
|image2= | |image2=DBFZ_Goku_5LL.png |caption2= ''"Stop..."'' | ||
|image3= | |image3=DBFZ_Goku_5LLL.png |caption3= '''''"Goku Time!"''''' | ||
|name=5L | |name=5L | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5L}} | |||
{{#lsth:DBFZ/Goku/Data|5L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Standard jab. | * Standard jab. | ||
}} | }} | ||
{{AttackVersion|name=5LL}} | |||
{{#lsth:DBFZ/Goku/Data|5LL}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Knocks opponent lightly off their feet. | * Knocks opponent lightly off their feet. | ||
* Good hit and block stun. | * Good hit and block stun. | ||
* Can convert into 2M or 1S. | * Can convert into 2M or 1S. | ||
}} | }} | ||
{{AttackVersion|name=5LLL}} | |||
{{#lsth:DBFZ/Goku/Data|5LLL}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Causes wallbounce. | * Causes wallbounce. | ||
* Hits both in front and behind Goku. | * Hits both in front and behind Goku. | ||
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====== <font style="visibility:hidden" size="0">5M</font> ====== | ====== <font style="visibility:hidden" size="0">5M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Goku_5M.png |caption= "''Kidney Punch!''" | ||
|name=5M | |name=5M | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|5M}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Short reach, but very quick. | * Short reach, but very quick. | ||
* Can connect with 5LL into jump cancel. | * Can connect with 5LL into jump cancel. | ||
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====== <font style="visibility:hidden" size="0">5H</font> ====== | ====== <font style="visibility:hidden" size="0">5H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Goku_5H.png |caption= | ||
|name=5H | |name=5H | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|5H}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Short reaching 5H with a slightly quicker startup than most. | * Short reaching 5H with a slightly quicker startup than most. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">5S</font> ====== | ====== <font style="visibility:hidden" size="0">5S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Goku_5S.png |caption= | ||
|name=5S | |name=5S | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|5S}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Can be repeated up to 6 times. | * Can be repeated up to 6 times. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2L</font> ====== | ====== <font style="visibility:hidden" size="0">2L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Goku_2L.png |caption= | ||
|name=2L | |name=2L | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|2L}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Not a low. | * Not a low. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2M</font> ====== | ====== <font style="visibility:hidden" size="0">2M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Goku_2M.png |caption= | ||
|name=2M | |name=2M | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|2M}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLM2H instead to start a combo. | * Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLM2H instead to start a combo. | ||
* IAD j.S 2M has deceptively long range and can hit from almost fullscreen. | * IAD j.S 2M has deceptively long range and can hit from almost fullscreen. | ||
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====== <font style="visibility:hidden" size="0">2H</font> ====== | ====== <font style="visibility:hidden" size="0">2H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Goku_2H.png |caption= Not a DP | ||
|name=2H | |name=2H | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|2H}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Universal anti-air. | * Universal anti-air. | ||
* Poor horizontal reach. | * Poor horizontal reach. | ||
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====== <font style="visibility:hidden" size="0">2S</font> ====== | ====== <font style="visibility:hidden" size="0">2S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Goku_2S.png |caption=''"Go, my children."'' | ||
|name=2S | |name=2S | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|2S}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Can be aimed with 1/2/3S. | * Can be aimed with 1/2/3S. | ||
* Does not track. | * Does not track. | ||
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====== <font style="visibility:hidden" size="0">2SSS</font> ====== | ====== <font style="visibility:hidden" size="0">2SSS</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Goku_2SSS.png |caption= FOOTDIVE! | ||
|name=2SSS | |name=2SSS | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|2SSS}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Overhead after 2SS. | * Overhead after 2SS. | ||
* Ground bounces airborne opponent and can be combo'd after in the corner. | * Ground bounces airborne opponent and can be combo'd after in the corner. | ||
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====== <font style="visibility:hidden" size="0">6M</font> ====== | ====== <font style="visibility:hidden" size="0">6M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Goku_6M.png |caption= | ||
|name=6M | |name=6M | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|6M}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Universal overhead. | * Universal overhead. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.L</font> ====== | ====== <font style="visibility:hidden" size="0">j.L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Goku_jL.png |caption= | ||
|name=j.L | |name=j.L | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|j.L}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Short ranged normal. Mostly used during aerial blockstrings. | * Short ranged normal. Mostly used during aerial blockstrings. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.M</font> ====== | ====== <font style="visibility:hidden" size="0">j.M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Goku_jM.png |caption= | ||
|name=j.M | |name=j.M | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|j.M}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Good air to air normal. Can cross the opponent up, if delayed enough. | * 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. | 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. | ||
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====== <font style="visibility:hidden" size="0">j.H</font> ====== | ====== <font style="visibility:hidden" size="0">j.H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Goku_jH.png |caption= | ||
|name=j.H | |name=j.H | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|j.H}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* [] is on Smash hit. | * [] is on Smash hit. | ||
* Great jump-in normal and combo starter. | * Great jump-in normal and combo starter. | ||
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====== <font style="visibility:hidden" size="0">j.S</font> ====== | ====== <font style="visibility:hidden" size="0">j.S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_ | |image=DBFZ_ Goku_jS.png |caption= | ||
|name=j.S | |name=j.S | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|j.S}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Goku fires a downward ki blast. | * Goku fires a downward ki blast. | ||
* Halts Goku's momentum when used. | * Halts Goku's momentum when used. | ||
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====== <font style="visibility:hidden" size="0">j.2H</font> ====== | ====== <font style="visibility:hidden" size="0">j.2H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Goku_j2H.png |caption= | ||
|name=j.2H | |name=j.2H | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|j.2H}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Goku does an upward kick. Not an overhead in the air. | * 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. | * 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. | ||
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|name=Heavy Elbow | |name=Heavy Elbow | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=L}} | |||
{{#lsth:DBFZ/Goku/Data|236L}} | |||
{{!}}- | |||
{{AttackVersion|name=j.L}} | |||
{{#lsth:DBFZ/Goku/Data|j.236L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Can be used to end blockstrings safety. | * Can be used to end blockstrings safety. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=M}} | |||
{{#lsth:DBFZ/Goku/Data|236M}} | |||
{{!}}- | |||
{{AttackVersion|name=j.M}} | |||
{{#lsth:DBFZ/Goku/Data|j.236M}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Causes wallbounce. | * Causes wallbounce. | ||
* Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons. | * Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:DBFZ/Goku/Data|236H}} | |||
{{!}}- | |||
{{AttackVersion|name=j.H}} | |||
{{#lsth:DBFZ/Goku/Data|j.236H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Causes wallbounce. | * Causes wallbounce. | ||
* Can use 5LL or 2M to initiate a corner combo with this move (only in the corner). | * Can use 5LL or 2M to initiate a corner combo with this move (only in the corner). | ||
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|name=Back Throw | |name=Back Throw | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=L}} | |||
{{#lsth:DBFZ/Goku/Data|214L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Grabs and throw behind him. | * Grabs and throw behind him. | ||
* Can be followed up with vanish. | * Can be followed up with vanish. | ||
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* Can be comboed into. | * Can be comboed into. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=M}} | |||
{{#lsth:DBFZ/Goku/Data|214M}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Moves forward before grabbing. | * Moves forward before grabbing. | ||
* Does not use up Goku's smash, allowing for conversions in Sparking. | * Does not use up Goku's smash, allowing for conversions in Sparking. | ||
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 in Sparking Goku can get a lot more off of it, which helps a lot. 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. | 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 in Sparking Goku can get a lot more off of it, which helps a lot. 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:DBFZ/Goku/Data|214H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Moves forward like the M version. | * Moves forward like the M version. | ||
* Does the 2SSS animation on Smash hit and causes a ground bounce which can be followed up. | * Does the 2SSS animation on Smash hit and causes a ground bounce which can be followed up. | ||
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|name=Kamehameha | |name=Kamehameha | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:DBFZ/Goku/Data|236S}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:DBFZ/Goku/Data|j.236S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Can be aimed up or down like SS Goku. | * Can be aimed up or down like SS Goku. | ||
* Only hits once, but will still clash with other beams. | * Only hits once, but will still clash with other beams. | ||
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|name=Everyone, lend me your energy! | |name=Everyone, lend me your energy! | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|214S}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Can be held for up to three levels. | * Can be held for up to three levels. | ||
* Can call assists during charge. | * Can call assists during charge. | ||
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|name=Spirit Bomb | |name=Spirit Bomb | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Level 1}} | |||
{{#lsth:DBFZ/Goku/Data|214S > 214S Level 1}} | |||
{{!}}- | |||
{{AttackVersion|name=Level 2}} | |||
{{#lsth:DBFZ/Goku/Data|214S > 214S Level 2}} | |||
{{!}}- | |||
{{AttackVersion|name=Level 3}} | |||
{{#lsth:DBFZ/Goku/Data|214S > 214S Level 3}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* All version has minimum damage of 20%. | * All version has minimum damage of 20%. | ||
* Homes in on the opponent and cannot be superdashed through. | * Homes in on the opponent and cannot be superdashed through. | ||
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|name=5LLL | |name=5LLL | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|A1/A2}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Causes wallbounce and hits both in front and behind Goku. | * Causes wallbounce and hits both in front and behind Goku. | ||
* Huge blockstun. | * Huge blockstun. | ||
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|name=Kaioken | |name=Kaioken | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Kaioken}} | |||
{{#lsth:DBFZ/Goku/Data|236HS}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Kaioken has 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left. | * 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, i.e. 5L, 5S, Kamehameha enders. | * 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 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). | * 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). | ||
* On hit, using a followup more than once in the string will cause it to be "staled," receiving reduced damage. | * On hit, using a followup more than once in the string will cause it to be "staled," receiving reduced damage. | ||
* Beside staling, all followups have 15% minimum damage, excluding enders. | * Beside staling, all followups have 15% minimum damage, excluding enders. | ||
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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... | 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... | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=5L}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > 5L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* First hit if nothing is input. | * First hit if nothing is input. | ||
* Mashing L will alternate between 5L and 2L. | * Mashing L will alternate between 5L and 2L. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=2L}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > 2L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Won't overshoot the opponent. | * Won't overshoot the opponent. | ||
* Vulnerable to Anti-Airs. | * Vulnerable to Anti-Airs. | ||
* Due to sharing the same rolling animation as 5M, can be used as some sort of mixup. | * Due to sharing the same rolling animation as 5M, can be used as some sort of mixup. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=5M}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > 5M}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Switches sides if the opponent is less than a fullscreen away. | * Switches sides if the opponent is less than a fullscreen away. | ||
* Invulnerable during startup. | * Invulnerable during startup. | ||
* Mashing M will alternate between 5M and 2M. | * Mashing M will alternate between 5M and 2M. | ||
}} | }} | ||
{{AttackVersion|name=2M}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > 2M}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Switches sides on block if the opponent is less than a fullscreen away. | * Switches sides on block if the opponent is less than a fullscreen away. | ||
}} | }} | ||
{{AttackVersion|name=5H}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > 5H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Switches sides and wall bounces on hit. | * Switches sides and wall bounces on hit. | ||
* Very long startup but deals the most damage, albeit not by much. | * Very long startup but deals the most damage, albeit not by much. | ||
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Can be comboed into in the corner with L/M > 5S > 5H. Some characters can also DHC immediately into Kaioken 5H. | Can be comboed into in the corner with L/M > 5S > 5H. Some characters can also DHC immediately into Kaioken 5H. | ||
}} | }} | ||
{{AttackVersion|name=5S}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > 5S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Stands still and shoots a Ki blast forward. | * Stands still and shoots a Ki blast forward. | ||
* Common starter from sliding knockdowns due to the short startup. | * Common starter from sliding knockdowns due to the short startup. | ||
}} | }} | ||
{{AttackVersion|name=2S}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > 2S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Similar to 5S, but aims diagonally. | * Similar to 5S, but aims diagonally. | ||
* Can only combo into enders. | * Can only combo into enders. | ||
}} | }} | ||
{{AttackVersion|name=Kaioken Finisher|subtitle=L+M}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > LM}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Standard Kaioken ender. | * Standard Kaioken ender. | ||
* Teleports to the opponent and is fully invincible on startup. | * Teleports to the opponent and is fully invincible on startup. | ||
Line 555: | Line 545: | ||
* KOing with this triggers a special animation. | * KOing with this triggers a special animation. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=x3 Kaioken Kamehameha|subtitle=H+S when one team | |||
member is down}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > HS Level 1}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Costs 1 bar. | * Costs 1 bar. | ||
* [] is when cancelling from Kaioken Finisher. | * [] is when cancelling from Kaioken Finisher. | ||
Line 566: | Line 556: | ||
* 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=x3 Kaioken Kamehameha|subtitle=H+S when two team | |||
members are down}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > HS Level 2}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Costs 1 bar. | * Costs 1 bar. | ||
* Fires a Kamehameha straight. | * Fires a Kamehameha straight. | ||
Line 586: | Line 576: | ||
|name=Super Spirit Bomb | |name=Super Spirit Bomb | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:DBFZ/Goku/Data|214HS}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:DBFZ/Goku/Data|j.214HS}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Does more damage based on height. | * Does more damage based on height. | ||
* Minimum damage in a combo is ~2050, give or take about 50 damage depending on the starter. | * Minimum damage in a combo is ~2050, give or take about 50 damage depending on the starter. | ||
Line 624: | Line 619: | ||
}} | }} | ||
==Navigation== | |||
{{#lsth:DBFZ/Goku/Data|Links}} | {{#lsth:DBFZ/Goku/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[DBFZ/Goku/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 09:26, 1 March 2019
Goku |
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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 | Template:AttackDataHeader-DBFZ |
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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 |
Template:AttackDataHeader-DBFZ
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2H
2H |
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2S
2S |
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After this is used twice, regardless of which versions are used, it will transition into 2SSS. |
2SSS
2SSS |
Template:AttackDataHeader-DBFZ
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6M
6M |
Template:AttackDataHeader-DBFZ
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j.L
j.L |
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j.M
j.M |
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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 |
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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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Specials
Heavy Elbow
Heavy Elbow 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Back Throw
Back Throw 214L/M/H |
Template:AttackDataHeader-DBFZ |
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Kamehameha
Kamehameha 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Everyone, lend me your energy!
Everyone, lend me your energy! 214S |
Template:AttackDataHeader-DBFZ
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Spirit Bomb
Spirit Bomb 214S after gathering energy |
Template:AttackDataHeader-DBFZ |
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Assist
5LLL A1/A2 |
Template:AttackDataHeader-DBFZ |
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Supers
Kaioken
Kaioken 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
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Super Spirit Bomb
Super Spirit Bomb 214L+M or 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.