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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= | |damage=100*N, 4200 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Very slow, and starts very high in the air. | * Very 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. | ||
* | * Minimum damage in a combo is ~2050, give or take about 50 damage depending on the starter. | ||
* 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=all/> | |||
<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. The ball also tends to "stick around" making the first 2 tiers obsolete. | |||
* The descending part uses the current combo's scaling. The explosion has its unique minimum damages. | |||
* Unlike Broly which almost always has his combo scaled to 10%, Goku can have 15% scaled combos or inherit them from DHC, thus Spirit Bomb can deal up to 2110 scaled. But to keep it simple we'll only look at 10% scaled. | |||
* Also unlike Broly, Spirit Bomb's first hit will prorate the rest of the Super. So the following formulas are more accurately represented as something like | |||
100 + (100*14 + 4200)*0.9 | |||
* [https://i.ibb.co/J5nCMRn/photo.png Look at this graph.] | |||
* Here are the tiers: | |||
'''1 to 16 hits''' | |||
* Raw damage is 100*0~15 + 4200. Ranging from 3880 to 5140. | |||
'''17 to 31 hits''' | |||
* Raw damage is 100*15 + 50*1~15 + 4200. Ranging from 5185 to 5815. | |||
* There's no way to test these tiers in a combo atm. | |||
'''32 to 60 hits''' | |||
* Raw damage is 100*15 + 50*15 + 25*1~29 + 3600. Ranging from 5297 to 5913. | |||
* Fully scaled (10%) is 10*15 + 5*15 + 2*1~29 + 1692. Ranging from 1919 to 1975. | |||
'''61 hits and up''' | |||
* Raw damage is 100*15 + 50*15 + 25*29 + 10*1~∞ + 3600. Increasing from 5922. | |||
* 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> | |||
}} | }} | ||
}} | }} |
Revision as of 01:11, 26 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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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
Kaioken
Kaioken 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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