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======<font style="visibility:hidden;font-size:0">5L</font>====== | ======<font style="visibility:hidden;font-size:0">5L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5L | |name={{clr|1|5L}} | ||
|image=DBFZ_SSBGoku_5L.png |caption= | |image=DBFZ_SSBGoku_5L.png |caption= | ||
|image2=DBFZ_SSBGoku_5LL.png |caption2= | |image2=DBFZ_SSBGoku_5LL.png |caption2= | ||
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Standard jab, and Goku's fastest normal. | Standard jab, and Goku's fastest normal. | ||
4LL > 2M or 2LL > 2M are really strong stagger string. | {{clr|1|4LL}} > {{clr|3|2M}} or {{clr|1|2LL}} > {{clr|3|2M}} are really strong stagger string. | ||
}} | }} | ||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* 5LL > 5LLL has a massive gap in between. | * {{clr|1|5LL}} > {{clr|1|5LLL}} has a massive gap in between. | ||
* Combos into SD midsceen or even links to air normals in the corner. | * 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. | 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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======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |name={{clr|3|5M}} | ||
|image=DBFZ_SSBGoku_5M.png |caption= | |image=DBFZ_SSBGoku_5M.png |caption= | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Holding {{4}} reduces forward momentum and recovery. | * Holding {{4}} reduces forward momentum and recovery. | ||
5M has extremely good range, even longer reach than 2M. 5M with dash momentum is very scary. | 5M has extremely good range, even longer reach than {{clr|3|2M}}. {{clr|3|5M}} with dash momentum is very scary. | ||
4M is the safest normal he has that also pushes the opponent just far enough that he can safely backdash out of almost every 5L/2L. 2M > 4M also auto spaces him for another 2M. | {{clr|3|4M}} is the safest normal he has that also pushes the opponent just far enough that he can safely backdash out of almost every 5L/2L. 2M > 4M also auto spaces him for another 2M. | ||
}} | }} | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name={{clr|4|5H}} | ||
|image=DBFZ_SSBGoku_5H.png |caption= | |image=DBFZ_SSBGoku_5H.png |caption= | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |name={{clr|2|5S}} | ||
|image=DBFZ_SSBGoku_5S.png |caption= | |image=DBFZ_SSBGoku_5S.png |caption= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Mash or hold S to shoot all 6 Ki blasts. | * Mash or hold {{clr|2|S}} to shoot all 6 Ki blasts. | ||
* 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. | ||
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======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |name={{clr|1|2L}} | ||
|image=DBFZ_SSBGoku_2L.png |caption=Had to go SSGSS to learn how to poke toes | |image=DBFZ_SSBGoku_2L.png |caption=Had to go SSGSS to learn how to poke toes | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |name={{clr|3|2M}} | ||
|image=DBFZ_SSBGoku_2M.png |caption=Super Saiyan God Super Saiyan normal | |image=DBFZ_SSBGoku_2M.png |caption=Super Saiyan God Super Saiyan normal | ||
|data= | |data= | ||
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His third low. IAD j.S ▷ 2M has deceptively long range. | His third low. IAD j.S ▷ 2M has deceptively long range. | ||
Arguably the best 2M in the game with its combination of fast startup, low recovery, low profile, and high reward makes it a force to be reckoned with during neutral and offense. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. 5S 2M is also especially strong since it also spaces Goku for his 2M > 4M shenanigans. | Arguably the best {{clr|3|2M}} in the game with its combination of fast startup, low recovery, low profile, and high reward makes it a force to be reckoned with during neutral and offense. On block, {{clr|3|2M}} {{clr|3|2M}} and {{clr|2|5S}} {{clr|3|2M}} beat mashing more often than you'd expect. {{clr|2|5S}} {{clr|3|2M}} is also especially strong since it also spaces Goku for his {{clr|3|2M}} > {{clr|3|4M}} shenanigans. | ||
You can also just throw this out in neutral/scrambles and watch as they get hit by it second-guessing themselves. | You can also just throw this out in neutral/scrambles and watch as they get hit by it second-guessing themselves. | ||
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======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name={{clr|4|2H}} | ||
|image=DBFZ_SSBGoku_2H.png |caption= | |image=DBFZ_SSBGoku_2H.png |caption= | ||
|data= | |data= | ||
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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. | 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. | Smash hit can also combo into {{clr|2|j.236S}} for a quick sides switch into SKD. | ||
On block, cancel into j.236L to stay safe (-2) or j.214H with an assist for mixups. | On block, cancel into {{clr|1|j.236L}} to stay safe (-2) or {{clr|4|j.214H}} with an assist for mixups. | ||
}} | }} | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |name={{clr|3|6M}} | ||
|image=DBFZ_SSBGoku_6M.png |caption= | |image=DBFZ_SSBGoku_6M.png |caption= | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* 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 {{clr|4|j.H}}. | ||
}} | }} | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |name={{clr|1|j.L}} | ||
|image=DBFZ_SSBGoku_jL.png |caption= | |image=DBFZ_SSBGoku_jL.png |caption= | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |name={{clr|3|j.M}} | ||
|image=DBFZ_SSBGoku_jM.png |caption= | |image=DBFZ_SSBGoku_jM.png |caption= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Great air-to-air. IAD j.M is also Goku's best cross-up option. On hit, confirms with 2M or microdash 5L, depending on the height. | Great air-to-air. IAD {{clr|3|j.M}} is also Goku's best cross-up option. On hit, confirms with {{clr|3|2M}} or microdash {{clr|1|5L}}, depending on the height. | ||
}} | }} | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | ||name={{clr|4|j.H}} | ||
|image=DBFZ_SSBGoku_jH.png |caption= | |image=DBFZ_SSBGoku_jH.png |caption= | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | ||name={{clr|2|j.S}} | ||
|image=DBFZ_SSBGoku_jS.png |caption=Shades of Akuma | |image=DBFZ_SSBGoku_jS.png |caption=Shades of Akuma | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Doesn't halt air momentum like most j.S. | * Doesn't halt air momentum like most {{clr|2|j.S}}. | ||
* Doesn't launches airborne opponent like most j.S, instead it pushes them down. | * Doesn't launches airborne opponent like most {{clr|2|j.S}}, instead it pushes them down. | ||
Forward IAD j.S beats anti-airs and puts Goku +10 at minimum. | Forward IAD {{clr|2|j.S}} beats anti-airs and puts Goku +10 at minimum. | ||
Due to maintaining full momentum, IAD j.X > j.S will make Goku visually pulls out the Ki blast, but it would almost never come out before he lands and there would be no landing recovery. Mean while, IAD j.M(L)2H > delay j.S would always connect. j.S ▷ 214L coincidentally is also a true tickthrow in the corner. So not only is GC reflecting a pure gamble due to the tickthrow and can be baited into 2M punish, but the thought of reflecting j.S at all is a gamble because the Ki blast might not even come out. | Due to maintaining full momentum, IAD {{clr|2|j.X}} > {{clr|2|j.S}} will make Goku visually pulls out the Ki blast, but it would almost never come out before he lands and there would be no landing recovery. Mean while, IAD {{clr|3|j.M}}{{clr|1|(L)}}{{clr|4|2H}} > delay {{clr|2|j.S}} would always connect. {{clr|2|j.S}} ▷ {{clr|1|214L}} coincidentally is also a true tickthrow in the corner. So not only is GC reflecting a pure gamble due to the tickthrow and can be baited into {{clr|2|2M}} punish, but the thought of reflecting {{clr|2|j.S}} at all is a gamble because the Ki blast might not even come out. | ||
}} | }} | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | ||name={{clr|4|j.2H}} | ||
|image=DBFZ_SSBGoku_j2H.png |caption= | |image=DBFZ_SSBGoku_j2H.png |caption= | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Smash hit has more hitstun and combos into SD. | * Smash hit has more hitstun and combos into SD. | ||
Basic air launcher. Similar to 2H, Smash j.2H can also combo into j.236S. | Basic air launcher. Similar to {{clr|4|2H}}, Smash {{clr|4|j.2H}} can also combo into {{clr|2|j.236S}}. | ||
}} | }} | ||
}} | }} |
Revision as of 19:49, 31 March 2020
Goku (SSGSS) |
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Overview
"This is what it looks like to go beyond Super Saiyan God!"
After attaining the power of the Super Saiyan God during his fight with Beerus, Goku/Wukong 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 | 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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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
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 |
Template:AttackDataHeader-DBFZ |
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Dragon Flash Kick
Dragon Flash Kick j.214L/M/H |
Template:AttackDataHeader-DBFZ |
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Instant Transmission
Instant Transmission 236S or 214S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Dragon Flash Kick Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Divine Void Strike Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Instant Transmission Assist C |
Template:AttackDataHeader-DBFZ |
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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.