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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. | 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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{{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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|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. | * The followup will come out even if the initial command grab whiffs, but you lose your turn after that. | ||
* [] is the followup punch. | * [] 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. | * 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. | |||
* The throw can't be comboed into unlike most throws in the game, but the whiff punch still can. | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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* 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. | ||
* | * A good alternative for Dragon Rush against a cornered opponent. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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* 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 | * Gives a bigger wall bounce than the M version, allowing you to get a combo midscreen. | ||
}} | }} | ||
}} | }} | ||
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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. |
Revision as of 18:52, 14 January 2019
Son Goku (SSGSS) |
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Prejump: Assist Cooldown:
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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 |
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Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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Specials
Divine Void Strike
Divine Void Strike 236L/M/H (Air OK) |
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Super God Shock Flash
Super God Shock Flash 214L/M/H |
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Dragon Flash Kick
Dragon Flash Kick j.214L/M/H |
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Instant Transmission
Instant Transmission 236S or 214S (Air OK) |
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Assist
Dragon Flash Kick A1/A2 |
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Supers
Extreme Speed Kamehameha
Extreme Speed Kamehameha 236L+M or 236H+S (Air OK) |
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x10 Kaioken Kamehameha
x10 Kaioken Kamehameha 214L+M or 214H+S |
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