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{{#lsth: | {{#lsth:{{PAGENAME}}/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
;Play-style | ;Play-style | ||
:Balanced, Snowball | :Balanced, Snowball | ||
;Team Role | |||
:Middle, Anchor | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
Line 37: | Line 39: | ||
* 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: | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
== | ==Normal Moves== | ||
======<font style="visibility:hidden;font-size:0">5L</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=5L | |||
|image=DBFZ_Goku_5L.png |caption=''"Woah woah..."'' | |image=DBFZ_Goku_5L.png |caption=''"Woah woah..."'' | ||
|image2=DBFZ_Goku_5LL.png |caption2= ''"Stop..."'' | |image2=DBFZ_Goku_5LL.png |caption2=''"Stop..."'' | ||
|image3=DBFZ_Goku_5LLL.png |caption3= '''''"Goku Time!"''''' | |image3=DBFZ_Goku_5LLL.png |caption3='''''"Goku Time!"''''' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5L}} | {{AttackVersion|name=5L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Standard jab. | * Standard jab. | ||
}} | |||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 66: | Line 67: | ||
* 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}} | {{AttackVersion|name=5LLL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{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. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |name=5M | ||
|image=DBFZ_Goku_5M.png |caption="''Kidney Punch!''" | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |||
|image=DBFZ_Goku_5H.png |caption= | |image=DBFZ_Goku_5H.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Short reaching 5H with a slightly quicker startup than most. | * Short reaching 5H with a slightly quicker startup than most. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |||
|image=DBFZ_Goku_5S.png |caption= | |image=DBFZ_Goku_5S.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Can be repeated up to 6 times. | * Can be repeated up to 6 times. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |||
|image=DBFZ_Goku_2L.png |caption= | |image=DBFZ_Goku_2L.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Not a low. | * Not a low. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |name=2M | ||
|image=DBFZ_Goku_2M.png |caption=the lifeline | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name=2H | ||
|image=DBFZ_Goku_2H.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Universal anti-air. | * Universal anti-air. | ||
* Poor horizontal reach. | * Poor horizontal reach. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2S | |||
|image=DBFZ_Goku_2S.png |caption=''"Go, my children."'' | |image=DBFZ_Goku_2S.png |caption=''"Go, my children."'' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 178: | Line 178: | ||
* Does not track. | * Does not track. | ||
After this is used twice, regardless of which versions are used, it will transition into 2SSS. | After this is used twice, regardless of which versions are used, it will transition into 2SSS. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2SSS</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2SSS | |name=2SSS | ||
|image=DBFZ_Goku_2SSS.png |caption=Dive into those DMs | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2SSS}} | ||
{{!}}- | {{!}}- | ||
{{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. | ||
* Can be iad cancelled during sparking for combo extensions. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |||
|image=DBFZ_Goku_6M.png |caption= | |image=DBFZ_Goku_6M.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Universal overhead. | * Universal overhead. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |||
|image=DBFZ_Goku_jL.png |caption= | |image=DBFZ_Goku_jL.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Short ranged normal. Mostly used during aerial blockstrings. | * Short ranged normal. Mostly used during aerial blockstrings. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |||
|image=DBFZ_Goku_jM.png |caption= | |image=DBFZ_Goku_jM.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 238: | Line 239: | ||
Note: you can shorten the delay by inputting the directional input of your opponent (4 or 6). This is a universal mechanic. | Note: you can shorten the delay by inputting the directional input of your opponent (4 or 6). This is a universal mechanic. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |||
|image=DBFZ_Goku_jH.png |caption= | |image=DBFZ_Goku_jH.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Great jump-in normal and combo starter. | * Great jump-in normal and combo starter. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name=j.S | ||
|image=DBFZ_Goku_jS.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |||
|image=DBFZ_Goku_j2H.png |caption= | |image=DBFZ_Goku_j2H.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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. | ||
}} | |||
}} | }} | ||
== | ==Special Moves== | ||
======<font style="visibility:hidden;font-size:0">Heavy Elbow</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
| | |name=Heavy Elbow | ||
|input=236L/M/H (Air OK) | |input=236L/M/H (Air OK) | ||
| | |image=DBFZ_Goku_HeavyElbow.png |caption=You're wide op- wait a sec, this isn't Ginyu! ''Or is it?'' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=Ground L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Can be used to end blockstrings safety. | * Can be used to end blockstrings safety. | ||
}} | |||
{{AttackVersion|name=Ground M}} | |||
{{AttackVersion|name=M}} | {{#lsth:{{PAGENAME}}/Data|236M}} | ||
{{#lsth: | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{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=Ground H}} | |||
{{#lsth:{{PAGENAME}}/Data|236H}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=Air H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236H}} | ||
{{ | |||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{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). | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Back Throw</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Back Throw | |||
|input=214L/M/H | |||
|image= DBFZ_Goku_BackThrow.png |caption= Silly Goku, thinking he can dunk like 16! | |image= DBFZ_Goku_BackThrow.png |caption= Silly Goku, thinking he can dunk like 16! | ||
|image2= DBFZ_Goku_BackThrow2.png |caption2="Weeeee!" | |image2= DBFZ_Goku_BackThrow2.png |caption2="Weeeee!" | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 347: | Line 343: | ||
* Does not use up Goku's smash, allowing for conversions in Sparking. | * Does not use up Goku's smash, allowing for conversions in Sparking. | ||
* Can be comboed into. | * Can be comboed into. | ||
}} | |||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 357: | Line 352: | ||
* Causes sliding knockdown, but can be comboed after with the right assist. | * 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. | 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}} | {{AttackVersion|name=H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 366: | Line 360: | ||
* 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. | * 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. | * 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. | 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Kamehameha</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Kamehameha | ||
|input=236S (Air OK) | |input=236S (Air OK) | ||
| | |image=DBFZ_Goku_Kamehameha.png |caption=''Hawaiian King attack'' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 391: | Line 383: | ||
* Only hits once, but will still clash with other beams. | * Only hits once, but will still clash with other beams. | ||
* Wallbounces. | * Wallbounces. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Everyone, lend me your energy!</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Everyone, lend me your energy! | ||
|input=214S | |input=214S | ||
| | |image=DBFZ_Goku_Everyone.png |caption=''"De-de-de, de-de-de, de-de-do, I'ma charging my attack!"'' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 409: | Line 400: | ||
* Can call assists during charge. | * Can call assists during charge. | ||
* Will build a small amount of meter for each level charged up. | * Will build a small amount of meter for each level charged up. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Spirit Bomb</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Spirit Bomb | ||
|input=214S after gathering energy | |input=214S after gathering energy | ||
| | |image=DBFZ_Goku_SpiritBomb.png |caption=''"Better use that thing that always works!"'' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Level 1}} | {{AttackVersion|name=Level 1}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214S > 214S Level 1}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Level 2}} | {{AttackVersion|name=Level 2}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214S > 214S Level 2}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Level 3}} | {{AttackVersion|name=Level 3}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214S > 214S Level 3}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 436: | Line 426: | ||
* 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. | ||
}} | |||
}} | }} | ||
==Assist== | ==Z Assists== | ||
======<font style="visibility:hidden;font-size:0">Assist A</font>====== | |||
{{MoveData | {{MoveData | ||
|name=5LLL | |name=5LLL | ||
|input=Assist A | |||
|image=DBFZ_Goku_5LLL.png |caption=''"I'll save ya again, best buddy!"'' | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Assist A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 453: | Line 444: | ||
* Huge blockstun. | * Huge blockstun. | ||
Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful. | Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful. | ||
}} | }} | ||
}} | |||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | |||
{{MoveData | |||
|name=??? | |||
|input=Assist B | |||
|image=DBFZ_Goku_???.png |caption= | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|Assist B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | |||
}} | |||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | |||
{{MoveData | |||
|name=??? | |||
|input=Assist C | |||
|image=DBFZ_Goku_???.png |caption= | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|Assist C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | |||
}} | |||
====== <font style="visibility:hidden | ==Super Moves== | ||
======<font style="visibility:hidden;font-size:0">Kaioken</font>====== | |||
{{MoveData | {{MoveData | ||
| | |name=Kaioken | ||
|input=236L+M or 236H+S | |input=236L+M or 236H+S | ||
| | |image=DBFZ_Goku_Kaioken.png |caption="'''''NOW I WANT TOTAL POWER!'''''" | ||
|image2=DBFZ_Goku_KaiokenFinisherLM.png |caption2="''Kaio wha- '''AAAGH!!!'''''" | |||
|image3=DBFZ_Goku_KaiokenFinisherHS.png |caption3='''''"KAIOKEN... TIMES FOUR!"''''' | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Kaioken}} | {{AttackVersion|name=Kaioken}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236LM}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|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 | * All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to connect after a solo combo, i.e. 5L, 5S, Enders. | ||
* | * Enders can be used at any time but cannot be followed up, 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 the same followup more than once will cause it to be "staled," receiving reduced damage (550) | |||
* Minimum damage: 18% for all followups including staled, excluding Kame enders. | |||
This means to maximize damage, you want to cycle through all unique followups. | |||
* On hit, using | |||
* | |||
This means to maximize damage, | |||
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: | {{#lsth:{{PAGENAME}}/Data|236LM > 5L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Startup: Followups are done 3f before time freeze ends. So Kaioken activation > 5L has startup of: 9 - 3 + 13 = 19f. | ||
* Activating Kaioken and not pressing any button will automatically does 5L, but it's 1f slower than manually pressing 5L (20f). | |||
* Mashing L will alternate between 5L and 2L. | * Mashing L will alternate between 5L and 2L. | ||
}} | |||
{{AttackVersion|name=2L}} | {{AttackVersion|name=2L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236LM > 2L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 504: | Line 516: | ||
* 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: | {{#lsth:{{PAGENAME}}/Data|236LM > 5M}} | ||
{{!}}- | {{!}}- | ||
{{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. | ||
* | * Has invincibility during the roll. | ||
* Mashing M will alternate between 5M and 2M. | * Mashing M will alternate between 5M and 2M. | ||
}} | |||
{{AttackVersion|name=2M}} | {{AttackVersion|name=2M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236LM > 2M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * On block, switches sides if the opponent is less than a fullscreen away. | ||
}} | |||
{{AttackVersion|name=5H}} | {{AttackVersion|name=5H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236LM > 5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * On hit, switches sides and wall bounces. | ||
* Very long startup but deals the most damage, albeit not by much. | * Very long startup but deals the most damage, albeit not by much. | ||
* | * Only hit once per string, like other command grabs. | ||
Can be | Can be solo combo'd into in the corner. Some characters can also DHC immediately into Kaioken 5H. | ||
}} | |||
{{AttackVersion|name=5S}} | {{AttackVersion|name=5S}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/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: | {{#lsth:{{PAGENAME}}/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: | {{#lsth:{{PAGENAME}}/Data|236LM > LM}} | ||
{{!}}- | {{!}}- | ||
{{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}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236LM > HS Level 1}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Costs 1 bar. | * Costs 1 bar. | ||
* Minimum damage | * Minimum damage: 55*15 [55*14]. | ||
* [] is when cancelling from Kaioken Finisher. | * Values in [] 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}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236LM > HS Level 2}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Costs 1 bar. | * Costs 1 bar. | ||
* Minimum damage | * Minimum damage: 50*20. | ||
* | * Teleports backward, tracks everywhere on screen, then fires a Kamehameha straight forward. | ||
* | * Causes a hard knockdown regardless of height. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Super Spirit Bomb</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Super Spirit Bomb | ||
|input=214L+M or 214H+S (Air OK) | |input=214L+M or 214H+S (Air OK) | ||
| | |image=DBFZ_Goku_SuperSpiritBomb.png |caption=I'm so '''SORRY''' good sir but would you like a '''''small PORTION''''' of ''GENKI''? | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214LM}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214LM}} | ||
{{!}}- | {{!}}- | ||
{{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. | ||
* 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. | ||
Line 625: | Line 628: | ||
* 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> | ||
}} | |||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/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 08:25, 16 February 2020
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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|
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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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 |
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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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|
Special Moves
Heavy Elbow
Heavy Elbow 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
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
| |||||
---|---|---|---|---|---|---|
|
Spirit Bomb
Spirit Bomb 214S after gathering energy |
Template:AttackDataHeader-DBFZ |
---|
Z Assists
Assist A
5LLL Assist A |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful. |
Assist B
??? Assist B |
Template:AttackDataHeader-DBFZ
| |||||
---|---|---|---|---|---|---|
|
Assist C
??? Assist C |
Template:AttackDataHeader-DBFZ
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|
Super Moves
Kaioken
Kaioken 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
---|
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.