(→Supers) |
(→Supers) |
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Line 475: | Line 475: | ||
* 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. | ||
* | * 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 (550) | ||
* Beside staling, all followups have | * Beside staling, all followups have 18% minimum damage, excluding Kame enders. | ||
This means to maximize damage, Goku will want to cycle through all unique followups to avoid staling. | This means to maximize damage, Goku will want to cycle through all unique followups to avoid staling. | ||
Line 486: | Line 486: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Activating Kaioken will automatically does 5L, but it's 1f slower than manual. | ||
* Mashing L will alternate between 5L and 2L. | * Mashing L will alternate between 5L and 2L. | ||
}} | }} | ||
Line 502: | Line 502: | ||
{{Description|8|text= | {{Description|8|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 | * Invulnerable during the roll. | ||
* Mashing M will alternate between 5M and 2M. | * Mashing M will alternate between 5M and 2M. | ||
}} | }} | ||
Line 518: | Line 518: | ||
* Very long startup but deals the most damage, albeit not by much. | * Very long startup but deals the most damage, albeit not by much. | ||
* Can only be used once per string. | * Can only be used once per string. | ||
Can be | Can be combo'd into in the corner with L/M > 5S > 5H. Some characters can also DHC immediately into Kaioken 5H. | ||
}} | }} | ||
{{AttackVersion|name=5S}} | {{AttackVersion|name=5S}} | ||
Line 538: | Line 538: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Teleports to the opponent and is fully invincible on startup. | * Teleports to the opponent and is fully invincible on startup. | ||
* The second part only come out on hit. | * 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 Kaioken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down. | ||
}} | }} | ||
{{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}} | ||
Line 550: | Line 547: | ||
{{Description|8|text= | {{Description|8|text= | ||
* Costs 1 bar. | * Costs 1 bar. | ||
* Minimum damage is | * Minimum damage is 55*15 [55*14]. | ||
* [] is when cancelling from Kaioken Finisher. | * [] is when cancelling from Kaioken Finisher. | ||
* 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. | ||
}} | }} | ||
{{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}} | ||
Line 560: | Line 556: | ||
{{Description|8|text= | {{Description|8|text= | ||
* Costs 1 bar. | * Costs 1 bar. | ||
* Minimum damage is | * Minimum damage is 50*20. | ||
* | * Teleports backward, tracks everywhere on screen, then fires a Kamehameha straight. | ||
* Deals a hard knockdown regardless of height. | * Deals a hard knockdown regardless of height. | ||
}} | }} | ||
}} | }} | ||
Line 584: | Line 578: | ||
{{Description|8|text= | {{Description|8|text= | ||
* Does more damage based on height. | * Does more damage based on height. | ||
* Minimum damage in a combo is ~2050 | * Minimum damage in a combo is ~2050. | ||
* | * 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. |
Revision as of 19:50, 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 |
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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.