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|header=no | |header=no | ||
|version=H | |version=H | ||
|damage= | |damage=700, 1000 |guard=Throw | ||
|startup= 25|active= |recovery= |frameAdv= | |startup= 25|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Moves forward like the M version. | * Moves forward like the M version. | ||
* Does the 2SSS animation on hit and causes a ground bounce which can be followed up. | * Does the 2SSS animation on Smash hit and causes a ground bounce which can be followed up. | ||
* Only does 2SSS if no Smash has been used prior. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= | |damage= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=22 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Can be held for up to three levels. | * Can be held for up to three levels. | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version=Level 1 | |version=Level 1 | ||
|damage= | |damage=0, 50*18, 1200 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=Level 2 | |version=Level 2 | ||
|damage= | |damage=0, 60*24, 1200 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=Level 3 | |version=Level 3 | ||
|damage= | |damage=0, 70*30, 1200 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * All version has minimum damage of 20%. | ||
* Homes in on the opponent. Cannot be superdashed through. | |||
* Any version can be followed up with an air combo by superdashing. | * Any version can be followed up with an air combo by superdashing. | ||
* 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). |
Revision as of 15:47, 25 January 2019
Goku |
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Prejump: Assist Cooldown:
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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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Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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2S
2S |
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2SSS
2SSS |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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Specials
Heavy Elbow
Heavy Elbow 236L/M/H (Air OK) |
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Back Throw
Back Throw 214L/M/H |
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Kamehameha
Kamehameha 236S (Air OK) |
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Everyone, lend me your energy!
Everyone, lend me your energy! 214S |
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Spirit Bomb
Spirit Bomb 214S after gathering energy |
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Assist
5LLL A1/A2 |
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Supers
Kaio-ken
Kaio-ken 236L+M or 236H+S |
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Super Spirit Bomb
Super Spirit Bomb 214L+M or 214H+S (Air OK) |
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