Line 402: | Line 402: | ||
{{Description|9|text= | {{Description|9|text= | ||
* Reels back a tiny bit before diving 45 degree downward. | * Reels back a tiny bit before diving 45 degree downward. | ||
* Advantage ranges from -1 to -6. {{clr| | * Advantage ranges from -1 to -6. {{clr|5|2H}} > {{clr|2|j.214L}} is a true blockstring that leaves Goku at -3 on the ground. | ||
One of the fastest divekicks in the game. Can be used to get in and out of pressure. Also good as a crossup fakeout as on hit it keeps the opponent grounded for assist extension. | One of the fastest divekicks in the game. Can be used to get in and out of pressure. Also good as a crossup fakeout as on hit it keeps the opponent grounded for assist extension. | ||
Does slightly more damage than {{clr| | Does slightly more damage than {{clr|5|j.H}} and can combo from {{clr|4|j.S}}, making this move slightly more preferable to {{clr|5|j.H}} in assisted and Vanish combos. | ||
}} | }} | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
Line 412: | Line 412: | ||
{{Description|9|text= | {{Description|9|text= | ||
* Smash hit causes sliding knockdown. | * Smash hit causes sliding knockdown. | ||
* Advantage ranges from -1 to -6. 2H > {{clr|3|j.214M}} has a gap that beats counter {{clr| | * Advantage ranges from -1 to -6. {{clr|5|2H}} > {{clr|3|j.214M}} has a gap that beats counter {{clr|5|2H}}, leaves Goku at -3 on the ground. | ||
Goku's anywhere meterless SKD. It's almost always better than {{clr| | Goku's anywhere meterless SKD. It's almost always better than {{clr|5|j.H}} as a solo combo ender. | ||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
Line 421: | Line 421: | ||
* 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 for a double sideswitch. | * 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 > {{clr| | * Advantage ranges from -3 to -7. 2H > {{clr|5|j.214H}} is a true blockstring that leaves Goku at -4 in the air. | ||
{{clr| | {{clr|4|j.S}} > {{clr|5|j.214H}} is an okay solo combo ender in case you can't use {{clr|3|j.214M}}, but where this move really shines is as a mixup tool covered by assists. | ||
After a blocked {{clr| | After a blocked {{clr|5|j.214H}}, Goku can do a 4-way mixup with empty {{clr|2|2L}}, empty {{clr|2|214L}}, airdash crossup {{clr|4|j.S}}, late airdash same side {{clr|2|j.L}}. However, late airdash {{clr|2|j.L}} while universal is rather hard to pull off, the entire setup requires good blockstun assists and a 2H in the string, so it's susceptible to GC. | ||
}} | }} | ||
}} | }} |
Revision as of 21:35, 3 April 2020
Goku (SSGSS) |
---|
|
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 |
---|---|
|
|
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
---|
5M
5M | Template:AttackDataHeader-DBFZ |
---|
5H
5H | Template:AttackDataHeader-DBFZ |
---|
5S
5S | Template:AttackDataHeader-DBFZ |
---|
2L
2L | Template:AttackDataHeader-DBFZ |
---|
2M
2M | Template:AttackDataHeader-DBFZ |
---|
2H
2H | Template:AttackDataHeader-DBFZ |
---|
6M
6M | Template:AttackDataHeader-DBFZ |
---|
j.L
j.L | Template:AttackDataHeader-DBFZ |
---|
j.M
j.M | Template:AttackDataHeader-DBFZ |
---|
j.H
j.H | Template:AttackDataHeader-DBFZ |
---|
j.S
j.S | Template:AttackDataHeader-DBFZ |
---|
j.2H
j.2H | Template:AttackDataHeader-DBFZ |
---|
Special Moves
Divine Void Strike
Divine Void Strike 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Super God Shock Flash
Super God Shock Flash 214L/M/H |
Template:AttackDataHeader-DBFZ |
---|
Dragon Flash Kick
Dragon Flash Kick j.214L/M/H |
Template:AttackDataHeader-DBFZ |
---|
Instant Transmission
Instant Transmission 236S or 214S (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Z Assists
Assist A
Dragon Flash Kick Assist A |
Template:AttackDataHeader-DBFZ |
---|
Assist B
Divine Void Strike Assist B |
Template:AttackDataHeader-DBFZ |
---|
Assist C
Instant Transmission Assist C |
Template:AttackDataHeader-DBFZ |
---|
Super Moves
Extreme Speed Kamehameha
Extreme Speed Kamehameha 236L+M or 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
x10 Kaioken Kamehameha
x10 Kaioken Kamehameha 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
---|
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.