DBFZ/Goku/Strategy: Difference between revisions

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===Point===
===Point===
No.
No.
Okay, fine. Simply put, there is no reason to play him on point. None of his gimmicks are at their most effective on point, his assists are very solid, and he can burn meter like no tomorrow but builds it slow. Playing him here sucks, don't do it.


===Mid===
===Mid===

Revision as of 07:32, 20 September 2020

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General Tactics

Base Goku might as well say "anchor" on the tin. He has solo mixups with his 214X, amazing assists, supers that get stronger as more characters die, and adds tons of damage to your team. As a solo character, his goal is to stagger and command grab you to death. Because he is a Goku, his great normals allow him to do so very effectively. When he's not in your face, he also has a strong ranged game. He has SSJ Goku's great Ki Blasts, with 1-2 Ki Blasts being safe against superdash. He has a few tools of his own too, with 2S covering vertical space and 214S being a tracking, auto-confirm projectile. Lastly, he has a beam that can be used on the ground and in the air that gives him a non-committal superdash check after Ki Blasts.

Team Synergy

Point

No.

Okay, fine. Simply put, there is no reason to play him on point. None of his gimmicks are at their most effective on point, his assists are very solid, and he can burn meter like no tomorrow but builds it slow. Playing him here sucks, don't do it.

Mid

Maybe. This is the first position where another character can take advantage of his great assists, and gives your team more damage with the ability to DHC into Super Spirit Bomb.

Anchor

This is the position Base Goku works best in. His mixups are good enough that he doesn't have to rely on assists to open up his opponents, and his Kaioken gets better with each successive ally that gets KOed. His own assists are pretty good too, especially his B assist which charges his spirit bomb and grants meter, allowing for a more greedy game plan to be executed.

Picking Teammates

Kid Buu: is good at point, anchor, and mid and his human extinction attack allowed easy way to link into super spirit, and his assist can lock down a point to allow time to charge.

Beerus: Berrus's ball can combo int spirit ball as well and can be uses to connect with spirit bomb.

Teen Gohan: amazing point character, allows for Super Spirit Bomb anywhere on the screen from his lvl1. Teen Gohan also benefits greatly from Base Goku's A assist because of the pushback putting him in the perfect range to threaten with crossup j.L.

Blockstrings

Generally, Base Goku won't be doing many full blockstrings unless he's trying to frame trap.

Okizeme

Base Goku doesn't consistently get slide knockdowns from most of his corner combos. Generally you'll just be doing a meaty or pushing people out with 5S to start your space control game.

Tips and Tricks

  • 214L does not require any delay when tick throwing from lights, but requires a 4 frame delay when throwing from a medium. Alternatively, 214M can be used instead.
  • 2SSS gives time to charge 214S, and it also gives you 1/4 of a bar if you aren't under the meter penalty.
  • 236M/H are both frame 4 reversals, making them great tools to escape pressure or challenge after 6M.

Fighting Goku

Base Goku's mixup is almost entirely strike or throw. Always be on the lookout for a command grab.

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