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==Supers== | ==Supers== | ||
====== <font style="visibility:hidden" size="0">Kaioken</font> ====== | ====== <font style="visibility:hidden" size="0">Kaioken</font> ====== | ||
{{MoveData | {{MoveData | ||
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|name=Kaioken | |name=Kaioken | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Kaioken}} | {{AttackVersion|name=Kaioken}} | ||
{{#lsth:DBFZ/Goku/Data| | {{#lsth:DBFZ/Goku/Data|236LM}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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* 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}} | {{AttackVersion|name=5L}} | ||
{{#lsth:DBFZ/Goku/Data| | {{#lsth:DBFZ/Goku/Data|236LM > 5L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|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}} | {{AttackVersion|name=2L}} | ||
{{#lsth:DBFZ/Goku/Data| | {{#lsth:DBFZ/Goku/Data|236LM > 2L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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* 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}} | {{AttackVersion|name=5M}} | ||
{{#lsth:DBFZ/Goku/Data| | {{#lsth:DBFZ/Goku/Data|236LM > 5M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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* 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}} | {{AttackVersion|name=2M}} | ||
{{#lsth:DBFZ/Goku/Data| | {{#lsth:DBFZ/Goku/Data|236LM > 2M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|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}} | {{AttackVersion|name=5H}} | ||
{{#lsth:DBFZ/Goku/Data| | {{#lsth:DBFZ/Goku/Data|236LM > 5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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* Can only be used once per string. | * 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. | Can be comboed into in the corner with L/M > 5S > 5H. Some characters can also DHC immediately into Kaioken 5H. | ||
}} | |||
{{AttackVersion|name=5S}} | {{AttackVersion|name=5S}} | ||
{{#lsth:DBFZ/Goku/Data| | {{#lsth:DBFZ/Goku/Data|236LM > 5S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|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}} | {{AttackVersion|name=2S}} | ||
{{#lsth:DBFZ/Goku/Data| | {{#lsth:DBFZ/Goku/Data|236LM > 2S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|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}} | {{AttackVersion|name=Kaioken Finisher|subtitle=L+M}} | ||
{{#lsth:DBFZ/Goku/Data| | {{#lsth:DBFZ/Goku/Data|236LM > LM}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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* 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 Kaioken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down. | ||
* 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}} | {{AttackVersion|name=x3 Kaioken Kamehameha|subtitle=H+S when one team<br>member is down}} | ||
{{#lsth:DBFZ/Goku/Data| | {{#lsth:DBFZ/Goku/Data|236LM > HS Level 1}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed up. | * 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. | ||
}} | |||
{{AttackVersion|name=x20 Kaioken Kamehameha|subtitle=H+S when two team<br>members are down}} | {{AttackVersion|name=x20 Kaioken Kamehameha|subtitle=H+S when two team<br>members are down}} | ||
{{#lsth:DBFZ/Goku/Data| | {{#lsth:DBFZ/Goku/Data|236LM > HS Level 2}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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* Deals a hard knockdown regardless of height. | * Deals a hard knockdown regardless of height. | ||
* 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. | ||
}} | |||
}} | }} | ||
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|name=Super Spirit Bomb | |name=Super Spirit Bomb | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth:DBFZ/Goku/Data| | {{#lsth:DBFZ/Goku/Data|214LM}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth:DBFZ/Goku/Data|j. | {{#lsth:DBFZ/Goku/Data|j.214LM}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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* Fully scaled (10%) is 10*15 + 5*15 + 2*29 + 1*1~∞ + 1692. Increasing from 1976. | * 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> | * 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> | ||
}} | |||
}} | }} | ||
Revision as of 19:25, 27 November 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 |
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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 |
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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.