DBFZ/SSB Goku: Difference between revisions

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* Can be converted into a combo by using Vanish
* Can be converted into a combo by using Vanish
* Good for punishing people who spam kamehameha from long range.  
* Good for punishing people who spam kamehameha from long range.  
* Can be used as a left/right mixup in blockstring if covered by assist. You still need vanish to convert damage off it though. But unlike IAD j.H, this allows for a 50/50 as you can teleport to either side of opponent.
* Excellent gap closer to continue pressure after catching opponent blocking your assist.  
* Excellent gap closer to continue pressure after catching opponent blocking your assist.  
* Gives slight frame advantage on block if you mash light attack after. No frame advantage if you hit blocking opponent in air.
* Gives slight frame advantage on block if you mash light attack after. No frame advantage if you hit blocking opponent in air.

Revision as of 07:13, 22 May 2018

Son Goku (SSGSS)
DBFZ SSB Goku Portrait.png

Health: 10,000

Prejump:

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Mixup
  

Overview

After attaining the power of the Super Saiyan God during his fight with Beerus, Goku started to train with the God of Destruction to expand upon his 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 represents the greatest height of fighting prowess yet attainable by Saiyans.

In Dragon Ball FighterZ, this version of Goku fights similarly to the original, but with strong attacks that can overwhelm his opponents, offsetting them with teleports and punishing them with furious blows.

Strengths/Weaknesses

Strengths Weaknesses
  • Strong neutral options; having fast and mobile approach options with 236X, dive kicks, teleport. Unique j.S that does not lose air momentum. IAD j.S leads to full combo and has much larger reach compared to IAD j.H
  • Excels at close range; he can open up opponents easily due to having access to several lows, teleports and command grabs.
  • Only assist in the game that causes a sliding knockdown. Can be used as a combo ender to give sliding knockdown.
  • Can convert nearly any hit into a sliding knockdown with 1 bar. j. 214H is an excellent corner carry that allows him to set up to his high damage combos.
  • Very high corner combo damage, solo and with assists. He can make excellent use of wallbounce with 236M to Dragon Rush without assist/meter in corner.
  • Pairs well with assists and/or sparking to give exceptional high damage combos.
  • Versatile supers, as they are very easy to combo into and deal high damage. Has level 5 finisher.
  • j.214H is his only sliding knockdown finisher and requires meter.
  • Has trouble dealing with strong zoning. No beam and he instead has to rely on IAD j.S or IT to close gaps.
  • Little to no defensive options. His only reversal is expensive and is generally risky, making it unreliable.
  • 5LLL overhead is very slow. Requires assist or strong conditioning of opponents to use overhead as a solid mixup.
  • Assist lacks versatility, as it generally cannot be used to extend combos. Usually only optimal as pressure tool and a combo ender.


Normals

5L
5L
DBFZ SSBGoku 5L.png
DBFZ SSBGoku 5LL.png
DBFZ SSBGoku 5LLL.png
UNGA
400 All - - - 700 L - - - 1000 H - - -
5M
5M
DBFZ SSBGoku 5M.png
700 All - - -
5H
5H
DBFZ SSBGoku 5H.png
850 All - - -
5S
5S
DBFZ SSBGoku 5S.png
300 All - - -
2L
2L
DBFZ SSBGoku 2L.png
400 L - - -
2M
2M
DBFZ SSBGoku 2M.png
700 L - - -
2H
2H
DBFZ SSBGoku 2H.png
850 All - - -
6M
6M
850 H - - -
j.L
j.L
DBFZ SSBGoku jL.png
400 H - - -
j.M
j.M
DBFZ SSBGoku jM.png
700 H - - -
j.H
j.H
DBFZ SSBGoku jH.png
850 H - - -
j.S
j.S
DBFZ SSBGoku jS.png
Shades of Akuma
600 All - - -
j.2H
j.2H
DBFZ SSBGoku j2H.png
850 All - - -

Specials

Divine Void Strike
Divine Void Strike
236L/M/H
DBFZ SSBGoku DivineVoidStrike.png
Are we SURE Ginyu didn't swap bodies again? It looks awfully familiar...
900 All - - - 1000 All - - - 1100 All - - -
Super God Shock Flash
Super God Shock Flash
214L/M/H
DBFZ SSBGoku SuperGodShockFlash.png
"Hey, what's that on your shirt?"
DBFZ SSBGoku SuperGodShockFlash-2.png
"PSYCH, GOT'EM!"
1000 Throw - - - 1000 Throw - - - 1200 Throw - - -
Dragon Flash Kick
Dragon Flash Kick
j.214L/M/H
DBFZ SSBGoku DragonFlashKick.png
"Wait a sec... This isn't Flash Kick...!"
900 All - - - 1000 All - - - 1100 All - - -
Instant Transmission
Instant Transmission
236S or 214S (Air OK)
DBFZ SSBGoku InstantTransmission.png
*pop*
DBFZ SSBGoku InstantTransmission-2.png
"Over here!"
900 All - - -

Assist

Dragon Flash Kick
A1/A2 "Geronimo...!"
800 All - - -

Supers

Extreme Speed Kamehameha
Extreme Speed Kamehameha
236L+M or 236H+S (Air OK)
DBFZ SSBGoku ExtremeSpeedKamehameha.png
"You're finished!"
DBFZ SSBGoku ExtremeSpeedKamehameha-2.png
2050 All - - - 2050 All - - -
x10 Kaioken Kamehameha
x10 Kaioken Kamehameha
214L+M or 214H+S
DBFZ SSBGoku x10KaiokenKamehameha.png
"KAIOKEN!"
DBFZ SSBGoku x10KaiokenKamehameha2.png
"TIMES 10!"
DBFZ SSBGoku EvolvedAttack.png
Discount Dragon Fist
4220 All - - - 4220, 1710 - - -

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