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{{#lst:{{PAGENAME}}/Data|5L}} | {{#lst:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Standard jab. | * Standard jab. | ||
}} | }} | ||
Line 64: | Line 64: | ||
{{#lst:{{PAGENAME}}/Data|5LL}} | {{#lst:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Knocks opponent lightly off their feet. | * Knocks opponent lightly off their feet. | ||
* Good hit and block stun. | * Good hit and block stun. | ||
Line 72: | Line 72: | ||
{{#lst:{{PAGENAME}}/Data|5LLL}} | {{#lst:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Causes wallbounce. | * Causes wallbounce. | ||
* Hits both in front and behind Goku. | * Hits both in front and behind Goku. | ||
Line 88: | Line 88: | ||
{{#lst:{{PAGENAME}}/Data|5M}} | {{#lst:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
Line 103: | Line 103: | ||
{{#lst:{{PAGENAME}}/Data|5H}} | {{#lst:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Short reaching 5H with a slightly quicker startup than most. | * Short reaching 5H with a slightly quicker startup than most. | ||
}} | }} | ||
Line 117: | Line 117: | ||
{{#lst:{{PAGENAME}}/Data|5S}} | {{#lst:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Can be repeated up to 6 times. | * Can be repeated up to 6 times. | ||
}} | }} | ||
Line 131: | Line 131: | ||
{{#lst:{{PAGENAME}}/Data|2L}} | {{#lst:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Not a low. | * Not a low. | ||
}} | }} | ||
Line 145: | Line 145: | ||
{{#lst:{{PAGENAME}}/Data|2M}} | {{#lst:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
Line 160: | Line 160: | ||
{{#lst:{{PAGENAME}}/Data|2H}} | {{#lst:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Universal anti-air. | * Universal anti-air. | ||
* Poor horizontal reach. | * Poor horizontal reach. | ||
Line 175: | Line 175: | ||
{{#lst:{{PAGENAME}}/Data|2S}} | {{#lst:{{PAGENAME}}/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Can be aimed with 1/2/3S. | * Can be aimed with 1/2/3S. | ||
* Does not track. | * Does not track. | ||
Line 191: | Line 191: | ||
{{#lst:{{PAGENAME}}/Data|2SSS}} | {{#lst:{{PAGENAME}}/Data|2SSS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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. | ||
Line 207: | Line 207: | ||
{{#lst:{{PAGENAME}}/Data|6M}} | {{#lst:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Universal overhead. | * Universal overhead. | ||
}} | }} | ||
Line 221: | Line 221: | ||
{{#lst:{{PAGENAME}}/Data|j.L}} | {{#lst:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Short ranged normal. Mostly used during aerial blockstrings. | * Short ranged normal. Mostly used during aerial blockstrings. | ||
}} | }} | ||
Line 235: | Line 235: | ||
{{#lst:{{PAGENAME}}/Data|j.M}} | {{#lst:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Good air to air normal. Can cross the opponent up, if delayed enough. | * Good air to air normal. Can cross the opponent up, if delayed enough. | ||
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. | 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. | ||
Line 252: | Line 252: | ||
{{#lst:{{PAGENAME}}/Data|j.H}} | {{#lst:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Great jump-in normal and combo starter. | * Great jump-in normal and combo starter. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|j.S}} | {{#lst:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lst:{{PAGENAME}}/Data|j.2H}} | {{#lst:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lst:{{PAGENAME}}/Data|j.236L}} | {{#lst:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Can be used to end blockstrings safety. | * Can be used to end blockstrings safety. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|j.236M}} | {{#lst:{{PAGENAME}}/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | ||
Line 321: | Line 321: | ||
{{#lst:{{PAGENAME}}/Data|j.236H}} | {{#lst:{{PAGENAME}}/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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). | ||
Line 339: | Line 339: | ||
{{#lst:{{PAGENAME}}/Data|214L}} | {{#lst:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Grabs and throw behind him. | * Grabs and throw behind him. | ||
* Can be followed up with vanish. | * Can be followed up with vanish. | ||
Line 348: | Line 348: | ||
{{#lst:{{PAGENAME}}/Data|214M}} | {{#lst:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Moves forward before grabbing. | * Moves forward before grabbing. | ||
* Does the 2SSS (divekick) animation on hit. | * Does the 2SSS (divekick) animation on hit. | ||
Line 357: | Line 357: | ||
{{#lst:{{PAGENAME}}/Data|214H}} | {{#lst:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Moves forward like the M version, but a bit further ahead. | * Moves forward like the M version, but a bit further ahead. | ||
* 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. | ||
Line 379: | Line 379: | ||
{{#lst:{{PAGENAME}}/Data|j.236S}} | {{#lst:{{PAGENAME}}/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Can be aimed up or down like SS Goku. | * Can be aimed up or down like SS Goku. | ||
* If angled downwards in the air, it will cause a sliding knockdown. It is not as strong as one from using a Smash, but is still very helpful for Goku's vanish combos. | * If angled downwards in the air, it will cause a sliding knockdown. It is not as strong as one from using a Smash, but is still very helpful for Goku's vanish combos. | ||
Line 397: | Line 397: | ||
{{#lst:{{PAGENAME}}/Data|214S}} | {{#lst:{{PAGENAME}}/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Can be held for up to three levels. | * Can be held for up to three levels. | ||
* Can call assists during charge. | * Can call assists during charge. | ||
Line 424: | Line 424: | ||
{{#lst:{{PAGENAME}}/Data|214S 214S Level 3}} | {{#lst:{{PAGENAME}}/Data|214S 214S Level 3}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* All version has minimum damage of 20%. | * All version has minimum damage of 20%. | ||
* Homes in on the opponent and cannot be superdashed through. | * Homes in on the opponent and cannot be superdashed through. | ||
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{{#lst:{{PAGENAME}}/Data|Assist A}} | {{#lst:{{PAGENAME}}/Data|Assist A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Causes wallbounce and hits both in front and behind Goku. | * Causes wallbounce and hits both in front and behind Goku. | ||
* Huge blockstun. | * Huge blockstun. | ||
Line 461: | Line 461: | ||
{{#lst:{{PAGENAME}}/Data|Assist B}} | {{#lst:{{PAGENAME}}/Data|Assist B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Charges 1 Spirit Bomb level and 3/4 of a bar | * Charges 1 Spirit Bomb level and 3/4 of a bar | ||
* Full Spirit Bomb levels makes it charge ''one full bar.'' | * Full Spirit Bomb levels makes it charge ''one full bar.'' | ||
Line 478: | Line 478: | ||
{{#lst:{{PAGENAME}}/Data|Assist C}} | {{#lst:{{PAGENAME}}/Data|Assist C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Goku does a Kamehameha, and then teleports behind the opponent to smack them back to the ground. Most likely harder to confirm than other assists of this style due to how his beam is only one hit. | Goku does a Kamehameha, and then teleports behind the opponent to smack them back to the ground. Most likely harder to confirm than other assists of this style due to how his beam is only one hit. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|236LM}} | {{#lst:{{PAGENAME}}/Data|236LM}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | ||
Line 511: | Line 511: | ||
{{#lst:{{PAGENAME}}/Data|236LM 5L}} | {{#lst:{{PAGENAME}}/Data|236LM 5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Startup: Followups are done 3f before time freeze ends. So Kaioken activation > 5L has startup of: 9 - 3 + 13 = 19f. | * 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). | * Activating Kaioken and not pressing any button will automatically does 5L, but it's 1f slower than manually pressing 5L (20f). | ||
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{{#lst:{{PAGENAME}}/Data|236LM 2L}} | {{#lst:{{PAGENAME}}/Data|236LM 2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Won't overshoot the opponent. | * Won't overshoot the opponent. | ||
* Vulnerable to Anti-Airs. | * Vulnerable to Anti-Airs. | ||
Line 527: | Line 527: | ||
{{#lst:{{PAGENAME}}/Data|236LM 5M}} | {{#lst:{{PAGENAME}}/Data|236LM 5M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | * Has invincibility during the roll. | ||
Line 535: | Line 535: | ||
{{#lst:{{PAGENAME}}/Data|236LM 2M}} | {{#lst:{{PAGENAME}}/Data|236LM 2M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* On block, switches sides if the opponent is less than a fullscreen away. | * On block, switches sides if the opponent is less than a fullscreen away. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|236LM 5H}} | {{#lst:{{PAGENAME}}/Data|236LM 5H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* On hit, switches sides and wall bounces. | * 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. | ||
Line 550: | Line 550: | ||
{{#lst:{{PAGENAME}}/Data|236LM 5S}} | {{#lst:{{PAGENAME}}/Data|236LM 5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | ||
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{{#lst:{{PAGENAME}}/Data|236LM 2S}} | {{#lst:{{PAGENAME}}/Data|236LM 2S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Similar to 5S, but aims diagonally. | * Similar to 5S, but aims diagonally. | ||
* Can only combo into enders. | * Can only combo into enders. | ||
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{{#lst:{{PAGENAME}}/Data|236LM LM}} | {{#lst:{{PAGENAME}}/Data|236LM LM}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | ||
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{{#lst:{{PAGENAME}}/Data|236LM HS Level 1}} | {{#lst:{{PAGENAME}}/Data|236LM HS Level 1}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Costs 1 bar. | * Costs 1 bar. | ||
* Minimum damage: 55*15 [55*14]. | * Minimum damage: 55*15 [55*14]. | ||
Line 581: | Line 581: | ||
{{#lst:{{PAGENAME}}/Data|236LM HS Level 2}} | {{#lst:{{PAGENAME}}/Data|236LM HS Level 2}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Costs 1 bar. | * Costs 1 bar. | ||
* Minimum damage: 50*20. | * Minimum damage: 50*20. | ||
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{{#lst:{{PAGENAME}}/Data|j.214LM}} | {{#lst:{{PAGENAME}}/Data|j.214LM}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. |
Revision as of 15:59, 8 March 2020
Goku |
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Overview
Son Goku 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. (Name trivia: "Son Goku" is a pun on "Son Wukong" from **Journey to the West**. His Saiyan name, Kakarot (Kakarotto) comes from English word "Carrot".)
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 | 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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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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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 |
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Spirit Bomb
Spirit Bomb 214S after gathering energy |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Energy Shockwave Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Everyone, lend me your energy! Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Kamehameha 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.