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* | * Good neutral options with 5S, j.S, Ki blast deflecting shoulder charge, very fast dive kicks, meterless teleport. | ||
* | * Extremely scary at close range with good stagger, fast lows, unreactable command grab. | ||
* | * Has multiple anywhere meterless sliding knockdowns. | ||
* Very high corner combo damage, solo or assisted. | |||
* Very high corner combo damage, solo | * Versatile Supers, as they are very easy to combo into and deal high damage. | ||
* Versatile | |||
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* | * Somewhat technical, as his best combo routes are rather finicky. | ||
* | * Relies a lot on conditioning, despite the multitude of mixup options. | ||
* | * His neutral tools while good, require a lot of commitment. Needs neutral assists to function well, as he doesn't really have the tools to reliably get in. | ||
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|} | |} | ||
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{{Description|8|text= | {{Description|8|text= | ||
Standard jab, and Goku's fastest normal. | Standard jab, and Goku's fastest normal. | ||
4LL > 2M or 2LL > 2M are really strong stagger string. | |||
}} | }} | ||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
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Strong normal in pressure thanks to the fact that it hits low and can cancel into another low, an overhead, a grab, or even sides switches. | Strong normal in pressure thanks to the fact that it hits low and can cancel into another low, an overhead, a grab, or even sides switches. | ||
The large amount of | The large amount of hitstun combined with a low hitbox also allow SSB Goku to go for more unique combo routes. | ||
}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* 5LL > 5LLL has a massive gap in between. | * 5LL > 5LLL has a massive gap in between. | ||
Very slow | * Combos into SD midsceen or even links to air normals in the corner. | ||
Very slow, highly telegraphed, and the reward isn't so big. Since the threat of 214X exists, the opponent will be more likely to mash and they'll punish 5LLL outright if it's not covered with assists. | |||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Holding {{4}} reduces forward momentum and recovery. | * Holding {{4}} reduces forward momentum and recovery. | ||
5M has | 5M has extremely good range, even longer reach than 2M. | ||
4M is the safest normal he has that also pushes the opponent just far enough mid blocktring that he can go for another 4M. | 4M is the safest normal he has that also pushes the opponent just far enough mid blocktring that he can go for another 4M. | ||
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* Non-Smash only combos into SD in the corner. | * Non-Smash only combos into SD in the corner. | ||
Used for block string and combo filler. | Used for block string and combo filler. | ||
A quirk this move has is that mid blockstring, it can beat Solo Guard Cancel clean on reaction. | |||
}} | }} | ||
}} | }} | ||
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* Last Ki blast launches on hit. | * Last Ki blast launches on hit. | ||
This is his only grounded projectile, making it vital for his neutral game. | This is his only grounded projectile, making it vital for his neutral game. | ||
You should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm. | |||
}} | }} | ||
}} | }} | ||
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Smash hit can also combo into j.236S for a quick sides switch into SKD. | Smash hit can also combo into j.236S for a quick sides switch into SKD. | ||
On block, cancel into j.236L to stay safe (-2). | |||
}} | }} | ||
}} | }} | ||
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* Counts as airborne. | * Counts as airborne. | ||
* Uses the same hitboxes and hurtboxes as Goku's j.H. | * Uses the same hitboxes and hurtboxes as Goku's j.H. | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Great air-to-air. IAD j.M is also Goku's best cross-up option. On hit, confirms with 2M or j.S into microdash 5L, depending on the height. | |||
}} | }} | ||
}} | }} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Smash hit causes sliding knockdown. | * Smash hit causes sliding knockdown. | ||
Go-to jump in | Go-to jump in. | ||
}} | }} | ||
}} | }} | ||
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* Teleports a short distance forward before the grab. | * Teleports a short distance forward before the grab. | ||
* U Smash hit wall bounces. | * U Smash hit wall bounces. | ||
The initial warp gives this more range | The initial warp gives this more range. When used mid blockstring, even in midscreen, the opponent cannot hold {{4}} and walk out of the grab. | ||
Though, it's almost half the speed of 214L and the lack of a follow-up makes it incredibly unsafe. | |||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* On hit, follows the opponent down to the ground before doing a quick sideswitching 2-hit combo. Smash on the last hit, causes sliding knockdown. | * On hit, follows the opponent down to the ground before doing a quick sideswitching 2-hit combo. Smash on the last hit, causes sliding knockdown. | ||
* On block, after touching the ground, switches sides and teleports up in the air. Can steal corner and is at a height where he can airdash over anybody. | * On block, after touching the ground, switches sides and teleports up in the air. Can steal corner and is at a height where he can airdash over anybody for a double sideswitch. | ||
* Advantage ranges from -3 to -7. 2H > j.214H is a true blockstring that leaves Goku at -4 in the air. | * Advantage ranges from -3 to -7. 2H > j.214H is a true blockstring that leaves Goku at -4 in the air. | ||
j.S > j.214H is an okay solo combo ender in case you can't use j.214M, but where this move really shines is as a mixup tool covered by assists. | j.S > j.214H is an okay solo combo ender in case you can't use j.214M, but where this move really shines is as a mixup tool covered by assists. | ||
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* After teleporting, the move still has some vertical tracking to make sure it connects. | * After teleporting, the move still has some vertical tracking to make sure it connects. | ||
* Smash hit causes sliding knockdown. | * Smash hit causes sliding knockdown. | ||
High risk, | High risk, decent reward neutral check. It's easily 2H-able if the opponent is ready, but you get some oki if it hits and solo pressure if they block it. | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Deflects Ki Blasts. | ||
* | * Launches on hit. | ||
Basic strike assist. | |||
}} | }} | ||
}} | }} | ||
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|name=Instant Transmission | |name=Instant Transmission | ||
|input=Assist C | |input=Assist C | ||
|image= | |image=DBFZ_SSBGoku_InstantTransmission-2.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Tracks the opponent anywhere on screen. | |||
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD. | |||
}} | }} | ||
}} | }} | ||
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* There are 2 spots where you can hold a button for a sideswitch or double sideswitches. A "free" one before the upward kick, and one that cost 2 extra Ki gauges after the kick. | * There are 2 spots where you can hold a button for a sideswitch or double sideswitches. A "free" one before the upward kick, and one that cost 2 extra Ki gauges after the kick. | ||
* Minimum damage: 1759, add 900 if 5 bars are used for a new total of 2659. | * Minimum damage: 1759, add 900 if 5 bars are used for a new total of 2659. | ||
Only do the 2 bar extension if you wanna see | Only do the 2 bar extension if you wanna see the cool animation (or if it kills) because it obliterates your oki otherwise, even if you keep same side. | ||
}} | }} | ||
}} | }} |
Revision as of 16:56, 25 February 2020
Goku (SSGSS) |
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Overview
After attaining the power of the Super Saiyan God during his fight with Beerus, Goku started to train with the God of Destruction Beerus' teacher, Whis, alongside Vegeta to expand upon their powers. The end result of his training is a new level of power, the "Super Saiyan God Super Saiyan": a blue-haired super form that combines the Super Saiyan God and a Super Saiyan, the likes of which represents the greatest height of fighting prowess yet attainable by Saiyans exclusively.
In Dragon Ball FighterZ, this version of Goku has a similar fighting style to that of the original, but brings a playstyle consisting of strong mobility options. He can open up opponents easily with several lows, teleports, command grabs and mixups, allowing him to overwhelm his opponents, offsetting their defense and punishing them with furious blows.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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5M has extremely good range, even longer reach than 2M. 4M is the safest normal he has that also pushes the opponent just far enough mid blocktring that he can go for another 4M. |
5H
5H |
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Used for block string and combo filler. A quirk this move has is that mid blockstring, it can beat Solo Guard Cancel clean on reaction. |
5S
5S |
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This is his only grounded projectile, making it vital for his neutral game. You should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm. |
2L
2L |
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Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists. |
2M
2M |
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His third low. IAD j.S ▷ 2M has deceptively long range. This amazing 2M and the damage Goku gets from it is why his stagger is so scary. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. You can also just throw this out in neutral/scrambles and watch as they get hit by it second guessing themselves. |
2H
2H |
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Go to anti-air, though since it has a firmly vertical hitbox and a large amount of recovery it should be used carefully. Smash hit can also combo into j.236S for a quick sides switch into SKD. On block, cancel into j.236L to stay safe (-2). |
6M
6M |
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j.L
j.L |
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Standard air jab. |
j.M
j.M |
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Great air-to-air. IAD j.M is also Goku's best cross-up option. On hit, confirms with 2M or j.S into microdash 5L, depending on the height. |
j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S |
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You won't be sniping anyone with this. Instead, it's used for covering approaches or retreats. Forward IAD j.S beats anti-airs and puts Goku +10 at minimum. Though of course as with all Ki blasts, the opponent can reflect out of its blockstun and negate your blockstring. |
j.2H
j.2H |
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Basic air launcher. Similar to 2H, Smash j.2H can also combo into j.236S. |
Special Moves
Divine Void Strike
Divine Void Strike 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Super God Shock Flash
Super God Shock Flash 214L/M/H |
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Dragon Flash Kick
Dragon Flash Kick j.214L/M/H |
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Instant Transmission
Instant Transmission 236S or 214S (Air OK) |
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Z Assists
Assist A
Dragon Flash Kick Assist A |
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Incredibly niche assist. Can be used to give sliding knockdowns post-Down Smash like after a short Super. It's also pretty decent in blockstring, but the slow startup and the space it covers are detriments to its usage in neutral. |
Assist B
L Divine Void Strike Assist B |
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Basic strike assist. |
Assist C
Instant Transmission Assist C |
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Super Moves
Extreme Speed Kamehameha
Extreme Speed Kamehameha 236L+M or 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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x10 Kaioken Kamehameha
x10 Kaioken Kamehameha 214L+M or 214H+S |
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.