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(→2SSS) |
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* Overhead after 2SS. | * Overhead after 2SS. | ||
* Causes sliding knockdown with a bounce long enough to connect 236L. | * Causes sliding knockdown with a bounce long enough to connect 236L. | ||
* Can be iad cancelled during sparking for combo extensions. | |||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
==Assist== | ==Z Assists== | ||
======<font style="visibility:hidden;font-size:0">Assist A</font>====== | |||
{{MoveData | {{MoveData | ||
|name=5LLL | |name=5LLL | ||
|input= | |input=Assist A | ||
|image=DBFZ_Goku_5LLL.png |caption=''"I'll save ya again, best buddy!"'' | |image=DBFZ_Goku_5LLL.png |caption=''"I'll save ya again, best buddy!"'' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:{{PAGENAME}}/Data| | {{#lsth:{{PAGENAME}}/Data|Assist A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 442: | 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= | |||
}} | }} | ||
}} | }} | ||
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* 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, | * 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 | * 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, | This means to maximize damage, you want to cycle through all unique followups. | ||
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... | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Activating Kaioken will automatically does 5L, but it's 1f slower than | * 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. | ||
}} | }} | ||
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{{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. | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{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}} | ||
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{{!}}- | {{!}}- | ||
{{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 combo'd into in the corner | Can be solo combo'd into in the corner. Some characters can also DHC immediately into Kaioken 5H. | ||
}} | }} | ||
{{AttackVersion|name=5S}} | {{AttackVersion|name=5S}} | ||
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{{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. | ||
}} | }} | ||
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{{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. | * Teleports backward, tracks everywhere on screen, then fires a Kamehameha straight forward. | ||
* | * Causes a hard knockdown regardless of height. | ||
}} | }} | ||
}} | }} |
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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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 |
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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|
Special Moves
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
| |||||
---|---|---|---|---|---|---|
|
Spirit Bomb
Spirit Bomb 214S after gathering energy |
Template:AttackDataHeader-DBFZ |
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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 |
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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.