DBFZ/SSB Goku: Difference between revisions

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  |description=
  |description=
* Good air to air normal. Can cross the opponent up, if delayed enough.
* Good air to air normal. Can cross the opponent up, if delayed enough.
Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H
Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring, e.g. 5LLMH2H, 236L, Assist, IAD j.M
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=High
  |damage=850 [1000]|guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* [] is on Smash hit.
* Great jump-in normal and combo starter.
* Great jump-in normal and combo starter.
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  }}
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{{MoveData
{{MoveData
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption= Are we SURE Ginyu didn't swap bodies again? It looks awfully familiar...
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption= Are we SURE Ginyu didn't swap bodies again? It looks awfully familiar...
|input=236L/M/H
|input=236L/M/H (Air OK)
|name=Divine Void Strike
|name=Divine Void Strike
|data=
|data=
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* Wall bounces.
* Wall bounces.
* Does NOT track vertically.
* Does NOT track vertically.
* Useful for mind games.
* Useful for mind games. Can cross up an opponent after a combo or punish people who are waiting for Instant Transmission.
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  }}
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  |startup= 26, 8|active= 2, 3|recovery= 18|frameAdv= -5
  |startup= 26, 8|active= 2, 3|recovery= 18|frameAdv= -5
  |description=
  |description=
* Short ranged command grab.
* The followup will come out even if the initial command grab whiffs, but you lose your turn after that.
* [] is the followup punch.
* This can be used during a blockstring to mixup opponent. Needs to be covered by assist to be safe, e.g. Assist, 66L, 214L.
* All versions can be converted into a combo midscreen by using Vanish or a combo extender assist like SSGoku or SSVegeta.
* All versions can be converted into a combo midscreen by using Vanish or a combo extender assist like SSGoku or SSVegeta.
* The followup will come out even if the initial command grab whiffs but you lose your turn after that.
* The throw can't be comboed into unlike most throws in the game, but the whiff punch still can.
* [] is the followup punch.
* This can be used during a blockstring to mixup opponent. Needs to be covered by assist to be safe. Assist, 66L, 214L.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |description=
  |description=
* Teleports a short distance forward before the grabbox appears.
* Teleports a short distance forward before the grabbox appears.
* Won't overshoot the opponent, thus can be used as a ranged command grab.
* On whiff, won't do the followup punch.
* On whiff, won't do the followup punch.
* Wall bounces, allowing you to get a combo in the corner by linking 2M > 5M
* Wall bounces, allowing you to get a combo in the corner by linking 2M > 5M.
* Better used as a replacement for a dragon rush against a cornered opponent.
* A good alternative for Dragon Rush against a cornered opponent.
* Use Dash + 2L/L/M (choose one) and then 214M. This looks like a normal blockstring that starts with L and is difficult to react to.  
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |description=
  |description=
* Teleports a short distance forward before the grabbox appears.
* Teleports a short distance forward before the grabbox appears.
* Gives a bigger wall bounce than the M version, allowing you to get a combo in the corner.
* Won't overshoot the opponent, thus can be used as a ranged command grab.
* The followup will come out even if the initial command grab whiffs.
* The followup will come out even if the initial command grab whiffs.
* [] is the followup punch.
* [] is the followup punch.
* Gives a bigger wall bounce than the M version, allowing you to get a combo midscreen.
  }}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=Ground
  |version=Ground
  |damage=2050 |guard=All
  |damage=250*10 |guard=All
  |startup= 9+4|active= 45|recovery= 37|frameAdv= -20
  |startup= 9+4|active= 45|recovery= 37|frameAdv= -20
  |description=
  |description=
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  |header=no
  |header=no
  |version=Air
  |version=Air
  |damage=2050 |guard=All
  |damage=250*10 |guard=All
  |startup= 9+4|active= 45|recovery= 37|frameAdv= -20
  |startup= 9+4|active= 45|recovery= 37|frameAdv= -20
  |description=
  |description=
* Goku teleports before leaping into the air to fire off an angled Kamehameha. The Kamehameha causes a knockdown on hit.
* Goku teleports before leaping into the air to fire off an angled Kamehameha. The Kamehameha causes a sliding knockdown on hit.
 
* Minimum damage is 75*10.
* Depending on the distance between Goku and his opponent, Goku will try to reposition himself so that the move hits.
* Depending on the distance between Goku and his opponent, Goku will try to reposition himself so that the move hits.
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  }}
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  |version=Normal Attack
  |version=Normal Attack
  |damage=4220 |guard=All
  |damage=4220 |guard=All
|startup= 9+3|active= 5|recovery= 26|frameAdv= -15
|startup= 9+3|active= 5|recovery= 26|frameAdv= -15
  |description=
  |description=
  }}
  }}
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* Acts as SSB Goku's only invincible reversal.
* Acts as SSB Goku's only invincible reversal.
* Hold down a button before the upward kick to change sides even if you don't have 2 bars. However there's no way to only switch side if you have enough bars as this will automatically do the followup.
* Hold down a button before the upward kick to change sides even if you don't have 2 bars. However there's no way to only switch side if you have enough bars as this will automatically do the followup.
:* Goku will switch sides if you hold a button when the initial attack alone will kill, but this is useless.
* Similarly, you can stay same side when doing Evolved Attack by start holding buttons after the upward kick instead of holding all the way through.
* Similarly, you can stay same side when doing Evolved Attack by start holding buttons after the upward kick instead of holding all the way through.
Goku charges up with Kaioken before rushing forward along the ground. If he hits, he will proceed to pummel the opponent before launching them into the air for a Kamehameha. Does fairly good damage on its own and can spend an additional 2 bars of ki to secure the kill.  
Goku charges up with Kaioken before rushing forward along the ground. If he hits, he will proceed to pummel the opponent before launching them into the air for a Kamehameha. Does fairly good damage on its own and can spend an additional 2 bars of ki to secure the kill.  
  }}
  }}
}}
}}
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{{CharLinks-DBFZ|SSBGoku}}
{{CharLinks-DBFZ|SSBGoku}}

Revision as of 18:52, 14 January 2019

Son Goku (SSGSS)
DBFZ SSB Goku Portrait.png

Health:

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 combines the Super Saiyan God and a Super Saiyan, the likes of which represents the greatest height of fighting prowess yet attainable by Saiyans.

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
  • Decent 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. One of the few characters who has a level 5 finisher.
  • Has trouble dealing with strong zoning. No beam and he instead has to rely on IAD j.S or IT to close gaps.
  • 5LLL overhead is very slow and can be punished. Requires assist or strong conditioning of opponents to use overhead as a usable mixup.
  • Assist lacks versatility, as it generally cannot be used to extend combos. It is mainly useful as pressure tool and a combo ender.

Template:CharLinks-DBFZ

Normals

5L
5L
DBFZ SSBGoku 5L.png
DBFZ SSBGoku 5LL.png
DBFZ SSBGoku 5LLL.png
UNGA
400 All - 6 4 11 - - 700 Low - 10 3 19 - - 1000 High - 26 3 18 - -
5M
5M
DBFZ SSBGoku 5M.png
700 All - 10 3 18 - -
5H
5H
DBFZ SSBGoku 5H.png
850 All - 14 6 18 - -
5S
5S
DBFZ SSBGoku 5S.png
300*1~6 All - 13 1-51 24 - -
2L
2L
DBFZ SSBGoku 2L.png
400 Low - 7 3 13 - -
2M
2M
DBFZ SSBGoku 2M.png
700 Low - 10 3 18 - -
2H
2H
DBFZ SSBGoku 2H.png
850 All - 14 3 30 - -
6M
6M
850 High - 24 6 10 - -
j.L
j.L
DBFZ SSBGoku jL.png
400 High - - -
j.M
j.M
DBFZ SSBGoku jM.png
700 High - - -
j.H
j.H
DBFZ SSBGoku jH.png
850 [1000] High - - -
j.S
j.S
DBFZ SSBGoku jS.png
Shades of Akuma
600 All - 13 1 27 - -
j.2H
j.2H
DBFZ SSBGoku j2H.png
850 All - 11 4 23 - -

Specials

Divine Void Strike
Divine Void Strike
236L/M/H (Air OK)
DBFZ SSBGoku DivineVoidStrike.png
Are we SURE Ginyu didn't swap bodies again? It looks awfully familiar...
900 All - 11 6 22 - - 1000 All - 17 8 24 - - 1100 All - 34 8 24 - -
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
"SIKE, GOTEM!" *smacc*
1000 [800] Throw [All] - 26, 8 2, 3 18 - - 1000 Throw - 26 2 33 - - 1200 [800] Throw [All] - 26, 12 2, 3 18 - -
Dragon Flash Kick
Dragon Flash Kick
j.214L/M/H
DBFZ SSBGoku DragonFlashKick.png
"Wait a sec... This isn't Flash Kick...!"
900 All - 15 2+ 20 - - 1000 All - 23 2+ 23 - - 1100 All - 11 2+ 20 - -
Instant Transmission
Instant Transmission
236S or 214S (Air OK)
DBFZ SSBGoku InstantTransmission.png
*pop*
DBFZ SSBGoku InstantTransmission-2.png
"Over here!"
900 All - 40 3 23 - -

Assist

Dragon Flash Kick
A1/A2 "GERONIMOOOOO!"
800 All - 34 7 40 - -

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
"EYAAAAH!"
250*10 All - 9+4 45 37 - - 250*10 All - 9+4 45 37 - -
x10 Kaioken Kamehameha
x10 Kaioken Kamehameha
214L+M or 214H+S
DBFZ SSBGoku x10KaiokenKamehameha.png
"KAIOKEN!"
DBFZ SSBGoku x10KaiokenKamehameha2.png
"I'll finish this right now!"
DBFZ SSBGoku EvolvedAttack.png
"THERE YOU ARE!"
4220 All - 9+3 5 26 - - 1710 - 26 - -

Template:CharLinks-DBFZ Template:Navbar-DBFZ