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{| class="wikitable" style="float:right; margin-left: 10px; width: | {| class="wikitable" style="float:right; margin-left:10px; width:300px;" | ||
|- | |- | ||
!Goku | ! align="center" colspan="2" | Goku | ||
|- | |- | ||
|| | | align="center" colspan="2" | [[File:DBFZ_Goku_Portrait.png|300x500px|center]] | ||
[[File:DBFZ_Goku_Portrait.png| | |||
|- | |- | ||
|| | | '''Play-style''' || Balanced, Grappler | ||
|- | |||
| '''Team Role''' || Middle, Anchor | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
Line 19: | Line 13: | ||
</div> | </div> | ||
==Overview== | ==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. | ''"Low-ranker, elite, whatever. You can beat anyone...it's called hard work!"'' | ||
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. (Name trivia: 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. | 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. | ||
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| style="width: 50%;"| | | style="width: 50%;"| | ||
* Reliable buttons and specials with solid range and good utility all around. | * Reliable buttons and specials with solid range and good utility all around. | ||
* Has a command grab that is unreactable, making his staggers that much scarier. | |||
* Strongest level 3 in the game; does huge damage and has many ways he can combo into it from some other characters' supers, which gives Goku very easy ways to get incredible damage. | * Strongest level 3 in the game; does huge damage and has many ways he can combo into it from some other characters' supers, which gives Goku very easy ways to get incredible damage. | ||
* Kaio-ken is a very strong level 1 super, with a lot of damage and possibly even some mixup potential, as well as many ways to use it. This is amplified further by its enhanced versions, x3 Kaio-ken and x20 Kaio-ken. | * Kaio-ken is a very strong level 1 super, with a lot of damage and possibly even some mixup potential, as well as many ways to use it. This is amplified further by its enhanced versions, x3 Kaio-ken and x20 Kaio-ken. | ||
* Assist is useful for combo extensions as it causes wallbounce on hit, and also sends the opponent incredibly far, which can lead to good pressure. | * Assist A is useful for combo extensions as it causes wallbounce on hit, and also sends the opponent incredibly far, which can lead to good pressure. | ||
* 1 bar invincible reversal with Kaio-ken finisher | * Assist B, while not being an attack, is a incredibly useful support tool for teams as it builds meter very effectively, as well as making Goku a much scarier character when in Limit Break and/or Sparking! due to it charging his Spirit Bomb as well. | ||
* 1 bar invincible reversal with Kaio-ken finisher. | |||
* One of the scariest anchors in the game when he has full Spirit Bomb, any medium into 5H > 214S is almost 75% damage that you pretty much cannot drop. | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Only one low (2M), which hurts his | * Only one low (2M), which hurts his high/low mixups a lot. | ||
* 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 | * 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:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5L}} | {{AttackVersion|name=5L}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Standard jab. | * Standard jab. | ||
}} | }} | ||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=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. | ||
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}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=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. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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. | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Can be repeated up to 6 times. | * Can be repeated up to 6 times. | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Not a low. | * Not a low. | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Universal anti-air. | * Universal anti-air. | ||
* Poor horizontal reach. | * Poor horizontal reach. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Universal overhead. | * Universal overhead. | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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. | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground L}} | {{AttackVersion|name=Ground L}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air L}} | {{AttackVersion|name=Air L}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Can be used to end blockstrings safety. | * Can be used to end blockstrings safety. | ||
}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air M}} | {{AttackVersion|name=Air M}} | ||
{{# | {{#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. | ||
}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air H}} | {{AttackVersion|name=Air H}} | ||
{{# | {{#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). | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{# | {{#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. | ||
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}} | }} | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{# | {{#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. | ||
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}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{# | {{#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. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{# | {{#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. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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. | ||
* Will build a small amount of meter for each level charged up. | * Will build a small amount of meter for each level charged up. | ||
* If used after an opponent is KO'd, ''you still get the Spirit Bomb charge'' | |||
Proof here at 2:15- | |||
https://youtu.be/B8z3LV0EObw | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Level 1}} | {{AttackVersion|name=Level 1}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214S 214S Level 1}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Level 2}} | {{AttackVersion|name=Level 2}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214S 214S Level 2}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Level 3}} | {{AttackVersion|name=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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======<font style="visibility:hidden;font-size:0">Assist A</font>====== | ======<font style="visibility:hidden;font-size:0">Assist A</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Energy Shockwave | ||
|input=Assist A | |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!"'' | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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. | ||
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}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Everyone, lend me your energy! | ||
|input=Assist B | |input=Assist B | ||
|image= | |image=DBFZ_Goku_Everyone.png |caption=Dark Harmonizer | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Assist B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Charges 1 Spirit Bomb level and 3/4 of a bar | |||
* Full Spirit Bomb levels makes it charge ''one full bar.'' | |||
Goku appears on screen and charges a level of Spirit Bomb. While he's charging, he will also increase your meter by about .75 bars. He can do this assist as many times as he would like, there's no limit based on his current Spirit Bomb level. This assist also increases Goku's actual Spirit Bomb even if he already has one charged up, making getting the full level 3 charge way easier. | |||
While not an attack and thus hinders your team a little by making blockstrings/setups a bit trickier if your other character dies, the support value that this assist adds makes it very tempting. Being able to not only build large chunks of meter every 8 seconds or so while also building up Goku's Spirit Bomb level, making him a much scarier last character safely makes this assist very useful for certain playstyles or team compositions that can utilize both very effectively. It's very good at what it does, but it can also leave a bit of a hole in your team, so choose it carefully. | |||
}} | }} | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Kamehameha | ||
|input=Assist C | |input=Assist C | ||
|image= | |image=DBFZ_Goku_Kamehameha.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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. | |||
* Is one of the 5 beam-type C assists that start up on the same frame as the other beams. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Kaioken}} | {{AttackVersion|name=Kaioken}} | ||
{{# | {{#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. | ||
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}} | }} | ||
{{AttackVersion|name=5L}} | {{AttackVersion|name=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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}} | }} | ||
{{AttackVersion|name=2L}} | {{AttackVersion|name=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. | ||
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}} | }} | ||
{{AttackVersion|name=5M}} | {{AttackVersion|name=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. | ||
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}} | }} | ||
{{AttackVersion|name=2M}} | {{AttackVersion|name=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. | ||
}} | }} | ||
{{AttackVersion|name=5H}} | {{AttackVersion|name=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. | ||
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}} | }} | ||
{{AttackVersion|name=5S}} | {{AttackVersion|name=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. | ||
}} | }} | ||
{{AttackVersion|name=2S}} | {{AttackVersion|name=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. | ||
}} | }} | ||
{{AttackVersion|name=Kaioken Finisher|subtitle=L+M}} | {{AttackVersion|name=Kaioken Finisher|subtitle=L+M}} | ||
{{# | {{#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. | ||
* | * Both hit can be canceled into Kaioken Kamehameha 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}} | ||
{{# | {{#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]. | ||
* Values in [] | * Canceling from the first hit of Finisher gives a cinematic version, teleporting out of the corner. Values in [] are on cinematic. | ||
* 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}} | ||
{{# | {{#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. | ||
* Teleports backward, tracks everywhere on screen, then fires a Kamehameha straight forward. | * Teleports backward, tracks everywhere on screen, then fires a Kamehameha straight forward. | ||
* Canceling from the first hit of Finisher gives a cinematic version, teleporting out of the corner. | |||
* Causes a hard knockdown regardless of height. | * Causes a hard knockdown regardless of height. | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214LM}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{# | {{#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. | ||
* Slow, and starts very high in the air. | * 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 and Majin Buu 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 style="clear:both;"/> | <br style="clear:both;"/> | ||
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==Navigation== | ==Navigation== | ||
{{# | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{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.}} | {{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 08:04, 4 April 2020
Goku | |
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Play-style | Balanced, Grappler |
Team Role | Middle, Anchor |
Overview
"Low-ranker, elite, whatever. You can beat anyone...it's called hard work!"
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. (Name trivia: 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.