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* 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. | * 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}} | {{#lst:DBFZ/Goku/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normals== | ==Normals== | ||
Line 73: | Line 73: | ||
* 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">2M</font> ====== | ====== <font style="visibility:hidden" size="0">2M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Goku_2M.png |caption= | |image=DBFZ_Goku_2M.png |caption=the lifeline | ||
|name=2M | |name=2M | ||
|data= | |data= | ||
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====== <font style="visibility:hidden" size="0">2SSS</font> ====== | ====== <font style="visibility:hidden" size="0">2SSS</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Goku_2SSS.png |caption= | |image=DBFZ_Goku_2SSS.png |caption= Dive into those DMs | ||
|name=2SSS | |name=2SSS | ||
|data= | |data= | ||
Line 192: | Line 191: | ||
{{Description|7|text= | {{Description|7|text= | ||
* Overhead after 2SS. | * Overhead after 2SS. | ||
* Causes sliding knockdown. | * Causes sliding knockdown with a bounce long enough to connect 236L. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Kaioken</font> ====== | ====== <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= '''''"KAIOKEN... TIMES FOUR!"''''' | |image3=DBFZ_Goku_KaiokenFinisherHS.png |caption3= '''''"KAIOKEN... TIMES FOUR!"''''' | ||
Line 566: | Line 565: | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=x20 Kaioken Kamehameha|subtitle=H+S when two team<br>members are down}} | ||
{{#lsth:DBFZ/Goku/Data|236HS > HS Level 2}} | {{#lsth:DBFZ/Goku/Data|236HS > HS Level 2}} | ||
{{!}}- | {{!}}- | ||
Line 601: | Line 600: | ||
* 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 clear | <br style="clear:both;"/> | ||
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br> | <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. | * 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. |
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
Strengths | Weaknesses |
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Normals
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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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 |
Template:AttackDataHeader-DBFZ
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j.M
j.M |
Template:AttackDataHeader-DBFZ
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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 |
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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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.