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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={{clr| | |name={{clr|2|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. | ||
{{clr| | {{clr|2|4LL}} > {{clr|3|2M}} or {{clr|2|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= | ||
* {{clr| | * {{clr|2|5LL}} > {{clr|2|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">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr| | |name={{clr|5|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={{clr| | |name={{clr|4|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 {{clr| | * Mash or hold {{clr|4|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={{clr| | |name={{clr|2|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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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 {{clr|3|2M}} in the game with its combination of fast startup, low recovery, low profile, deceptive reach, 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| | Arguably the best {{clr|3|2M}} in the game with its combination of fast startup, low recovery, low profile, deceptive reach, 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|4|5S}} {{clr|3|2M}} beat mashing more often than you'd expect. {{clr|4|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={{clr| | |name={{clr|5|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 {{clr| | Smash hit can also combo into {{clr|4|j.236S}} for a quick sides switch into SKD. | ||
On block, cancel into {{clr| | On block, cancel into {{clr|2|j.236L}} to stay safe (-2) or {{clr|5|j.214H}} with an assist for mixups. | ||
}} | }} | ||
}} | }} | ||
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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 {{clr| | * Uses the same hitboxes and hurtboxes as Goku's {{clr|5|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={{clr| | |name={{clr|2|j.L}} | ||
|image=DBFZ_SSBGoku_jL.png |caption= | |image=DBFZ_SSBGoku_jL.png |caption= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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| | 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|2|5L}}, depending on the height. | ||
}} | }} | ||
}} | }} | ||
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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={{clr| | ||name={{clr|4|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 {{clr| | * Doesn't halt air momentum like most {{clr|4|j.S}}. | ||
* Doesn't launches airborne opponent like most {{clr| | * Doesn't launches airborne opponent like most {{clr|4|j.S}}, instead it pushes them down. | ||
Forward IAD {{clr| | Forward IAD {{clr|4|j.S}} beats anti-airs and puts Goku +10 at minimum. | ||
Due to maintaining full momentum, IAD | Due to maintaining full momentum, IAD j.X > {{clr|4|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|2|(L)}}{{clr|5|2H}} > delay {{clr|4|j.S}} would always connect. {{clr|4|j.S}} ▷ {{clr|2|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|3|2M}} punish, but the thought of reflecting {{clr|4|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={{clr| | ||name={{clr|5|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 {{clr| | Basic air launcher. Similar to {{clr|5|2H}}, Smash {{clr|5|j.2H}} can also combo into {{clr|4|j.236S}}. | ||
}} | }} | ||
}} | }} | ||
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* Smash hit corner bounds. | * Smash hit corner bounds. | ||
* 5MMM version corner bounces on Smash hit. | * 5MMM version corner bounces on Smash hit. | ||
Cancelling into move from ANY normal will have a small gap that beats mashing, or in the case of {{clr| | Cancelling into move from ANY normal will have a small gap that beats mashing, or in the case of {{clr|5|2H}} > {{clr|3|j.236M}}, it beats even counter {{clr|5|2H}}. | ||
Used in corner BnBs. Smash {{clr|3|j.236M}} also link into j.DR in the corner for an easy snapback. | Used in corner BnBs. Smash {{clr|3|j.236M}} also link into j.DR in the corner for an easy snapback. | ||
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* Goes fullscreen. Air version has slight vertical tracking. | * Goes fullscreen. Air version has slight vertical tracking. | ||
* Wall bounces on Smash hit. | * Wall bounces on Smash hit. | ||
* Air version on ground block ({{clr| | * Air version on ground block ({{clr|5|2H}} > {{clr|5|j.236H}} + assist) leaves Goku at -5 in the air. | ||
A good neutral check that can be solo converted anywhere on screen. | A good neutral check that can be solo converted anywhere on screen. | ||
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* Values in [] is if the throw whiffs. | * Values in [] is if the throw whiffs. | ||
* Can only grab grounded or "grounded-by-proximity" opponents. | * Can only grab grounded or "grounded-by-proximity" opponents. | ||
* D Smash grab has identical effect to {{clr| | * D Smash grab has identical effect to {{clr|2|214L}}. | ||
* After the grab has landed in the combo, not only can't Goku grab a second time, the followup punch also won't connect anymore. | * After the grab has landed in the combo, not only can't Goku grab a second time, the followup punch also won't connect anymore. | ||
}} | }} | ||
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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. | 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 {{clr| | Though, it's almost half the speed of {{clr|2|214L}} and the lack of a follow-up makes it incredibly unsafe. | ||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Has the range of 214M and the safe punch of 214L. | * Has the range of 214M and the safe punch of {{clr|2|214L}}. | ||
* U Smash hit wall bounces. | * U Smash hit wall bounces. | ||
Can be converted meterlessly even in midscreen, though it's still easily reactable and doesn't do much more damage than 214M. | Can be converted meterlessly even in midscreen, though it's still easily reactable and doesn't do much more damage than {{clr|3|214M}}. | ||
}} | }} | ||
}} | }} | ||
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{{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}} | ||
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{{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}} | ||
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* 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. | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Teleporting kick that tracks anywhere on screen. 236S goes behind the opponent, {{clr| | * Teleporting kick that tracks anywhere on screen. 236S goes behind the opponent, {{clr|4|214S}} goes in front. Uses the direction Goku's facing to determine how he teleports. | ||
* 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. |
Revision as of 21:35, 3 April 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.