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{{ | {{#lsth:DBFZ/Goku/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
Line 35: | Line 35: | ||
* Only one low (2M), which hurts his mixup game a lot. | * Only one low (2M), which hurts his mixup game a lot. | ||
* Requires assists to make any of his strings safe. | * Requires assists to make any of his strings safe. | ||
* While not a slow charge, Spirit Bomb's charge requirement can make it so you might not get the move often, and if you do you may only get level 1 or level 2. | * While not a slow charge, Spirit Bomb's charge requirement can make it so you might not get the move often, and if you do you may only get level 1 or level 2. | ||
* Kaio-ken followup inputs must be learned carefully. | |||
* Cannot consistently force a slide knockdown meterlessly like other Mid 2L characters, and when he can it's not long enough to connect a super | |||
|} | |} | ||
{{ | {{#lst:DBFZ/Goku/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normals== | ==Normals== | ||
Line 45: | Line 46: | ||
====== <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|8|text= | |||
* Standard jab. | * Standard jab. | ||
}} | }} | ||
{{AttackVersion|name=5LL}} | |||
{{#lsth:DBFZ/Goku/Data|5LL}} | |||
{{!}}- | |||
{{Description|8|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|8|text= | |||
* Causes wallbounce. | * Causes wallbounce. | ||
* Hits both in front and behind Goku. | * Hits both in front and behind Goku. | ||
RIP, palm loops. You will be missed. | |||
}} | }} | ||
}} | }} | ||
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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|7|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|7|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|7|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|7|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=the lifeline | ||
|name=2M | |name=2M | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|2M}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 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. | ||
* Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up. | * Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up. | ||
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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|7|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|7|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= Dive into those DMs | ||
|name=2SSS | |name=2SSS | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|2SSS}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Overhead after 2SS. | * Overhead after 2SS. | ||
* Causes a | * Causes sliding knockdown with a bounce long enough to connect 236L. | ||
}} | }} | ||
}} | }} | ||
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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|7|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|7|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|7|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|7|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|7|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|7|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|8|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|8|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|8|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|8|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|8|text= | |||
* Moves forward before grabbing. | * Moves forward before grabbing. | ||
* Does | * Does the 2SSS (divekick) animation on hit. | ||
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 | * 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. | |||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:DBFZ/Goku/Data|214H}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Moves forward like the M version, but a bit further ahead. | |||
* Moves forward like the M version. | * 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. | |||
}} | }} | ||
}} | }} | ||
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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|8|text= | |||
* Can be aimed up or down like SS Goku. | * 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. | * Only hits once, but will still clash with other beams. | ||
* Wallbounces. | * Wallbounces. | ||
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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|7|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|8|text= | |||
* All version has minimum damage of 20%. | * All version has minimum damage of 20%. | ||
* Homes in on the opponent | * Homes in on the opponent and cannot be superdashed through. | ||
* Any version can be followed up with | * 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 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. | * Level 3 carries high enough to combo into Super Spirit Bomb. | ||
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|name=5LLL | |name=5LLL | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Goku/Data|A1/A2}} | |||
{{!}}- | |||
{{Description|7|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. | ||
Line 445: | Line 457: | ||
==Supers== | ==Supers== | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Kaioken</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Goku_Kaioken.png |caption= "'' | |image=DBFZ_Goku_Kaioken.png |caption= "'''''NOW I WANT TOTAL POWER!'''''" | ||
|image2=DBFZ_Goku_KaiokenFinisherLM.png |caption2= "''Kaio wha- '''AAAGH!!!'''''" | |image2=DBFZ_Goku_KaiokenFinisherLM.png |caption2= "''Kaio wha- '''AAAGH!!!'''''" | ||
|image3=DBFZ_Goku_KaiokenFinisherHS.png |caption3= '''''" | |image3=DBFZ_Goku_KaiokenFinisherHS.png |caption3= '''''"KAIOKEN... TIMES FOUR!"''''' | ||
|input=236L+M or 236H+S | |input=236L+M or 236H+S | ||
|name= | |name=Kaioken | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Kaioken}} | |||
{{#lsth:DBFZ/Goku/Data|236HS}} | |||
{{!}}- | |||
* | {{Description|8|text= | ||
* | * Kaioken has 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left. | ||
* The | * 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. | ||
* 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). | |||
}} | |||
{{!}}- | |||
{{AttackVersion|name=Staled}} | |||
{{#lsth:DBFZ/Goku/Data|236HS Staled}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* 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. | |||
This means to maximize damage, Goku will want to cycle through all unique followups to avoid staling. | |||
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|8|text= | |||
* First hit if nothing is input. | * First hit if nothing is input. | ||
* Mashing L will alternate between 5L and 2L. | |||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=2L}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > 2L}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=5M}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > 5M}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Switches sides if the opponent is less than a fullscreen away. | |||
* Switches sides. | |||
* Invulnerable during startup. | * Invulnerable during startup. | ||
* Mashing M will alternate between 5M and 2M. | |||
}} | }} | ||
{{AttackVersion|name=2M}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > 2M}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Switches sides on block if the opponent is less than a fullscreen away. | |||
* | |||
}} | }} | ||
{{AttackVersion|name=5H}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > 5H}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Switches sides and wall bounces on hit. | |||
* Very long startup but deals the most damage, albeit not by much. | |||
* Can only be used once per string. | |||
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|8|text= | |||
* Stands still and shoots a Ki blast forward. | |||
* Common starter from sliding knockdowns due to the short startup. | |||
* Ki blast | |||
* | |||
}} | }} | ||
{{AttackVersion|name=2S}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > 2S}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Similar to 5S, but aims diagonally. | * Similar to 5S, but aims diagonally. | ||
* Can only combo into enders. | |||
}} | }} | ||
{{AttackVersion|name=Kaioken Finisher|subtitle=L+M}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > LM}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Minimum damage is 105, 350. | |||
* Standard Kaioken ender. | |||
* Standard | * Teleports to the opponent and is fully invincible on startup. | ||
* | * The second part only come out on hit. | ||
* | * Can cancel into Kaioken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down. | ||
* Can cancel into | |||
* 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<br>member is down}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > HS Level 1}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Costs 1 bar. | * Costs 1 bar. | ||
* | * Minimum damage is 52*15 [52*14]. | ||
* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed | * [] is when cancelling from Kaioken Finisher. | ||
* Because | * 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. | |||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=x20 Kaioken Kamehameha|subtitle=H+S when two team<br>members are down}} | |||
{{#lsth:DBFZ/Goku/Data|236HS > HS Level 2}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Costs 1 bar. | * Costs 1 bar. | ||
* | * Minimum damage is 47*20. | ||
* Fires a Kamehameha straight. | * Fires a Kamehameha straight. | ||
* Tracks vertically. | * Tracks vertically. | ||
* Deals a hard knockdown regardless of height. | * Deals a hard knockdown regardless of height. | ||
* Because | * Because Kaioken is not invincible on startup, this only deals 50% blue life. | ||
}} | }} | ||
}} | }} | ||
Line 567: | Line 584: | ||
|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|8|text= | |||
* Does more damage based on height. | |||
* Minimum damage in a combo is ~2050, give or take about 50 damage depending on the starter. | |||
* Very slow, and starts very high in the air. | * Very slow, and starts very high in the air. | ||
* If you do Super Spirit Bomb in the corner, Goku will teleport out and fire it into the corner. | * If you do Super Spirit Bomb in the corner, Goku will teleport out and fire it into the corner. | ||
* Some characters can DHC into this, sometimes depending on screen position, so experiment with your team and find out what works! For example, SS Goku can combo into this with Warp Kamehameha, but only in the corner, while Beerus can combo into it anywhere and Vegeta can't combo into it at all. | * Some characters can DHC into this, sometimes depending on screen position, so experiment with your team and find out what works! For example, SS Goku can combo into this with Warp Kamehameha, but only in the corner, while Beerus can combo into it anywhere and Vegeta can't combo into it at all. | ||
* Goku ''can'' combo into this by himself or with the help of assists, but it's often impractical to pull off in a real match. Thus to utilize its high damage, you'll need to build your team around DHC-ing into this Super. | * Goku ''can'' combo into this by himself or with the help of assists, but it's often impractical to pull off in a real match. Thus to utilize its high damage, you'll need to build your team around DHC-ing into this Super. | ||
* While this is invincible on startup and not punishable on block, Goku is vulnerable while the Spirit Bomb is falling. This means the opponent can run under the Spirit Bomb to the other side of Goku and superdash up to him for a full combo. | * While this is invincible on startup and not punishable on block, Goku is vulnerable while the Spirit Bomb is falling. This means the opponent can run under the Spirit Bomb to the other side of Goku and superdash up to him for a full combo. | ||
<br style="clear:both;"/> | |||
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br> | |||
* Like [[DBFZ/Broly#Gigantic_Meteor|Broly's Gigantic Meteor]], this Super also has "tiers," but a lot simpler. It doesn't have "auto-correct" shenanigans to keep the damage around a certain value, and the ball also tends to "stick around" making the first 2 tiers obsolete. | |||
* The descending part uses the current combo's scaling. The explosion has its unique minimum damages. | |||
* Unlike Broly which almost always has his combo scaled to 10%, Goku can have 15% scaled combos or inherit them from DHC, thus Spirit Bomb can deal up to 2100 scaled. But to keep it simple we'll only look at 10% scaled. | |||
* Also unlike Broly, Spirit Bomb's first hit will prorate the rest of the Super. So the following formulas are more accurately represented as something like | |||
100 + (100*14 + 4200)*0.9 | |||
* [https://i.ibb.co/QPHkKMS/photo.png Look at this graph.] | |||
* Here are the tiers: | |||
'''1 to 16 hits''' | |||
* Raw damage is 100*0~15 + 4200. Ranging from 3880 to 5140. | |||
'''17 to 31 hits''' | |||
* Raw damage is 100*15 + 50*1~15 + 4200. Ranging from 5185 to 5815. | |||
* There's no way to test these tiers in a combo atm. | |||
'''32 to 60 hits''' | |||
* Raw damage is 100*15 + 50*15 + 25*1~29 + 3600. Ranging from 5297 to 5913. | |||
* Fully scaled (10%) is 10*15 + 5*15 + 2*1~29 + 1692. Ranging from 1919 to 1975. | |||
'''61 hits and up''' | |||
* Raw damage is 100*15 + 50*15 + 25*29 + 10*1~∞ + 3600. Increasing from 5922. | |||
* Fully scaled (10%) is 10*15 + 5*15 + 2*29 + 1*1~∞ + 1692. Increasing from 1976. | |||
* Note that a Super Spirit Bomb falling from the top of the playing field can only do ''83 hits'' (6120 raw and 1995 scaled).</div> | |||
}} | }} | ||
}} | }} | ||
==Navigation== | |||
{{ | {{#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 17:42, 10 September 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
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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 |
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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 |
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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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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 |
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j.2H
j.2H |
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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.