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* Assist lacks versatility, as it generally cannot be used to extend combos. It is mainly useful as pressure tool and a combo ender. | * Assist lacks versatility, as it generally cannot be used to extend combos. It is mainly useful as pressure tool and a combo ender. | ||
* Really requires neutral assists to function well, as he doesn't really have the tools to reliably get in without them. | * Really requires neutral assists to function well, as he doesn't really have the tools to reliably get in without them. | ||
|- | |- | ||
|} | |} | ||
Line 48: | Line 47: | ||
==Normals== | ==Normals== | ||
====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSBGoku_5L.png |caption= | |image=DBFZ_SSBGoku_5L.png |caption= | ||
|image2=DBFZ_SSBGoku_5LL.png |caption2= | |image2=DBFZ_SSBGoku_5LL.png |caption2= | ||
|image3=DBFZ_SSBGoku_5LLL.png |caption3= | |image3=DBFZ_SSBGoku_5LLL.png |caption3=The online special | ||
|name=5L | |name=5L | ||
|data={{AttackDataHeader-DBFZ|version=yes}} | |data={{AttackDataHeader-DBFZ|version=yes}} | ||
Line 61: | Line 59: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Standard jab, and Goku's fastest normal. | |||
}} | |||
Standard jab, and Goku's fastest normal | |||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
{{#lsth:DBFZ/SSB Goku/Data|5LL}} | {{#lsth:DBFZ/SSB Goku/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Launches on hit. | ||
Strong normal in pressure thanks to the fact that it hits low and can cancel into another low, an overhead, a grab, or even sides switches. | |||
The large amount of untechable time combined with a low hitbox also allow SSB Goku to go for more unique combo routes. | |||
}} | |||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
{{#lsth:DBFZ/SSB Goku/Data|5LLL}} | {{#lsth:DBFZ/SSB Goku/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * 5LL > 5LLL has a massive gap in between. | ||
Very slow and highly telegraphed, requires either an assist or conditioning to be used effectively. | |||
}} | |||
}} | }} | ||
Line 95: | Line 84: | ||
|name=5M | |name=5M | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth:DBFZ/SSB Goku/Data|5M}} | {{#lsth:DBFZ/SSB Goku/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Holding {{4}} reduces forward momentum and recovery. | ||
While 5M is rather basic, 4M is a crazy button for stagger pressure, as it's THE safest normal he has. | |||
}} | |||
}} | }} | ||
Line 111: | Line 99: | ||
|name=5H | |name=5H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth:DBFZ/SSB Goku/Data|5H}} | {{#lsth:DBFZ/SSB Goku/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Wall splats on Smash hit. Combos into SD. | |||
* Wall | * Non-Smash only combos into SD in the corner. | ||
Used for block string and combo filler. | |||
* | }} | ||
}} | }} | ||
Line 129: | Line 115: | ||
|name=5S | |name=5S | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth:DBFZ/SSB Goku/Data|5S}} | {{#lsth:DBFZ/SSB Goku/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Mash or hold S to shoot all 6 Ki blasts. | ||
* | * Last Ki blast launches on hit. | ||
This is his only grounded projectile, making it vital for his neutral game. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden" size="0">2L</font> ====== | ====== <font style="visibility:hidden" size="0">2L</font> ====== | ||
{{MoveData | {{MoveData | ||
|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 | ||
|name=2L | |name=2L | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth:DBFZ/SSB Goku/Data|2L}} | {{#lsth:DBFZ/SSB Goku/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden" size="0">2M</font> ====== | ====== <font style="visibility:hidden" size="0">2M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSBGoku_2M.png |caption= | |image=DBFZ_SSBGoku_2M.png |caption=Super Saiyan God Super Saiyan normal | ||
|name=2M | |name=2M | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth:DBFZ/SSB Goku/Data|2M}} | {{#lsth:DBFZ/SSB Goku/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Launches on hit. | ||
His third low. IAD j.S ▷ 2M has deceptively long range. | |||
Needless to say it's identical to the blessed SS Goku's 2M, with all of its stagger glory. | |||
}} | |||
}} | }} | ||
Line 177: | Line 162: | ||
|name=2H | |name=2H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth:DBFZ/SSB Goku/Data|2H}} | {{#lsth:DBFZ/SSB Goku/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Puts Goku airborne. | ||
* | * Smash hit has more hitstun and combos into SD. | ||
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 j.236S for a quick sides swap into SKD. | |||
}} | |||
}} | }} | ||
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|name=6M | |name=6M | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth:DBFZ/SSB Goku/Data|6M}} | {{#lsth:DBFZ/SSB Goku/Data|6M}} | ||
Line 202: | Line 186: | ||
{{Description|7|text= | {{Description|7|text= | ||
* Counts as airborne. | * Counts as airborne. | ||
* Uses the same hitboxes and hurtboxes | * Uses the same hitboxes and hurtboxes as Goku's j.H. | ||
While 5LLL can be converted more easily and uses assists to cover the startup rather than to convert into a combo. 6M still has its use as it doesn't Smash, neutral on block, can be used freely and much later into block strings. | |||
}} | |||
}} | }} | ||
Line 212: | Line 196: | ||
|name=j.L | |name=j.L | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth:DBFZ/SSB Goku/Data|j.L}} | {{#lsth:DBFZ/SSB Goku/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Standard air jab. | ||
}} | |||
}} | }} | ||
Line 228: | Line 210: | ||
|name=j.M | |name=j.M | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth:DBFZ/SSB Goku/Data|j.M}} | {{#lsth:DBFZ/SSB Goku/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
This is his best cross-up jump-in after an IAD, though j.H is better for most other situations. | |||
}} | |||
}} | }} | ||
Line 244: | Line 224: | ||
|name=j.H | |name=j.H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=5LLLLLLL}} | |||
{{#lsth:DBFZ/SS Goku/Data|5LLLLLLL}} | |||
{{!}}- | {{!}}- | ||
{{#lsth:DBFZ/ | {{Description|8|text= | ||
* Wall bounces on Smash hit. | |||
}} | |||
{{AttackVersion|name=j.H}} | |||
{{#lsth:DBFZ/SS Goku/Data|j.H}} | |||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* | * Smash hit causes sliding knockdown. | ||
Go-to jump in. As a combo tool however, it gets overshadowed by j.214X. | |||
}} | |||
}} | }} | ||
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|name=j.S | |name=j.S | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth:DBFZ/SSB Goku/Data|j.S}} | {{#lsth:DBFZ/SSB Goku/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Doesn't halt air momentum like most j.S. | |||
* Doesn't launches airborne opponent like most j.S, instead it pushes them down. | |||
You won't be sniping anyone with this. Instead, it's used for covering an approach or a retreat. | |||
Forward IAD j.S is +10 at minimum, though of course as with all Ki blast, the opponent can reflect out of its blockstun and negate your blockstring. | |||
}} | |||
}} | }} | ||
Line 276: | Line 264: | ||
|name=j.2H | |name=j.2H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth:DBFZ/SSB Goku/Data|j.2H}} | {{#lsth:DBFZ/SSB Goku/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Smash hit has more hitstun and combos into SD. | ||
Basic air launcher. Similar to 2H, Smash j.2H can also combo into j.236S. | |||
}} | |||
}} | }} | ||
==Specials== | ==Specials== | ||
====== <font style="visibility:hidden" size="0">Divine Void Strike</font> ====== | ====== <font style="visibility:hidden" size="0">Divine Void Strike</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption= | |image=DBFZ_SSBGoku_DivineVoidStrike.png |caption=Original move | ||
|input=236L/M/H (Air OK) | |input=236L/M/H (Air OK) | ||
|name=Divine Void Strike | |name=Divine Void Strike | ||
|data={{AttackDataHeader-DBFZ|version=yes}} | |data={{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=Ground L}} | ||
{{#lsth:DBFZ/SSB Goku/Data|236L}} | {{#lsth:DBFZ/SSB Goku/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air L}} | ||
{{#lsth:DBFZ/SSB Goku/Data|j.236L}} | {{#lsth:DBFZ/SSB Goku/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Deflects | * Deflects Ki blasts from frame 4. | ||
* Goes half screen. | * Goes almost half screen. | ||
A safe blockstring ender and a great combo filler, used in Goku's advanced combos. | |||
}} | |||
{{AttackVersion|name=M}} | {{AttackVersion|name=Ground M}} | ||
{{#lsth:DBFZ/SSB Goku/Data|236M}} | {{#lsth:DBFZ/SSB Goku/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air M}} | ||
{{#lsth:DBFZ/SSB Goku/Data|j.236M}} | {{#lsth:DBFZ/SSB Goku/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Deflects | * Deflects Ki blasts from frame 4. | ||
* Goes | * Goes 75% of the screen. | ||
* | * Smash hit corner splats. | ||
* | * 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 2H > j.236M, it beats even counter 2H. | |||
Used in corner BnBs. Smash j.236M also link into j.DR in the corner for an easy snapback. | |||
}} | |||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lsth:DBFZ/SSB Goku/Data|236H}} | {{#lsth:DBFZ/SSB Goku/Data|236H}} | ||
Line 331: | Line 315: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Deflects Ki blasts from frame 1. | ||
* | * Teleports forward to the other wall, then charges backward. | ||
* Goes fullscreen. Air version has slight vertical tracking. | |||
* Goes | * Wall bounces on Smash hit. | ||
Mostly a neutral check, since without spending at least another bar, Goku can only solo convert from this if he's cornered, and the invul from teleporting kicks in too slow for it to be used as a reversal. | |||
* Wall bounces | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Super God Shock Flash</font> ====== | ====== <font style="visibility:hidden" size="0">Super God Shock Flash</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSBGoku_SuperGodShockFlash.png |caption= "Hey, what's that on your shirt?" | |image=DBFZ_SSBGoku_SuperGodShockFlash.png |caption="Hey, what's that on your shirt?" | ||
|image2=DBFZ_SSBGoku_SuperGodShockFlash-2.png |caption2='''TICK THROW''' | |image2=DBFZ_SSBGoku_SuperGodShockFlash-2.png |caption2='''TICK THROW''' | ||
|input=214L/M/H | |input=214L/M/H | ||
Line 349: | Line 331: | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
* Smash on the throw. | |||
* Values in [] is if the throw whiffs. | |||
* Can only grab grounded or "grounded-by-proximity" opponents. | |||
}} | |||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lsth:DBFZ/SSB Goku/Data|214L}} | {{#lsth:DBFZ/SSB Goku/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Stays in place. If the grab whiffs, does a short ranged punch as followup. | ||
Unreactable command grab that needs meters or assists to convert into a combo. | |||
}} | |||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{#lsth:DBFZ/SSB Goku/Data|214M}} | {{#lsth:DBFZ/SSB Goku/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Teleports a short distance forward before the grab. | |||
* Teleports forward before the grab. | * Smash hit wall bounces. | ||
* | The initial warp gives this more range but the lack of a follow-up makes it incredibly unsafe. If it does hit, can easily be converted meterlessly in the corner into a sliding knockdown. | ||
}} | |||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lsth:DBFZ/SSB Goku/Data|214H}} | {{#lsth:DBFZ/SSB Goku/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Has the range of 214M and the safe punch of 214L. | ||
* 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Dragon Flash Kick</font> ====== | ====== <font style="visibility:hidden" size="0">Dragon Flash Kick</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSBGoku_DragonFlashKick.png |caption= "Wait a sec... This isn't Flash Kick...!" | |image=DBFZ_SSBGoku_DragonFlashKick.png |caption="Wait a sec... This isn't Flash Kick...!" | ||
|input=j.214L/M/H | |input=j.214L/M/H | ||
|name=Dragon Flash Kick | |name=Dragon Flash Kick | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lsth:DBFZ/SSB Goku/Data|j.214L}} | {{#lsth:DBFZ/SSB Goku/Data|j.214L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Reels back a tiny bit before diving 45 degree downward. | ||
* Advantage ranges from -1 to -6. 2H > j.214L is a true blockstring that leaves Goku at -3 on the ground. | |||
Does slightly more damage than j.H and can combo from j.S, making this move slightly more preferable to j.H in assisted and Vanish combos. | |||
}} | |||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{#lsth:DBFZ/SSB Goku/Data|j.214M}} | {{#lsth:DBFZ/SSB Goku/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Smash hit causes sliding knockdown. | ||
* Advantage ranges from -1 to -6. 2H > j.214M has a gap that beats counter 2H, leaves Goku at -3 on the ground. | |||
Goku's anywhere meterless SKD. It's almost always better than j.H as a solo combo ender. | |||
}} | |||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lsth:DBFZ/SSB Goku/Data|j.214H}} | {{#lsth:DBFZ/SSB Goku/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* 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, | * 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. | ||
* On block, | * Advantage ranges from -3 to -7. 2H > j.214H is a true blockstring that leaves Goku at -4 in the air. | ||
j.S > j.214H is an okay solo combo ender in case you can't use j.214M, but where this move really shines is as a mixup tool covered by assists. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Instant Transmission</font> ====== | ====== <font style="visibility:hidden" size="0">Instant Transmission</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSBGoku_InstantTransmission.png |caption= *pop* | |image=DBFZ_SSBGoku_InstantTransmission.png |caption=*pop* | ||
|image2=DBFZ_SSBGoku_InstantTransmission-2.png |caption2= ''"Over here!"'' | |image2=DBFZ_SSBGoku_InstantTransmission-2.png |caption2=''"Over here!"'' | ||
|input=236S or 214S (Air OK) | |input=236S or 214S (Air OK) | ||
|name=Instant Transmission | |name=Instant Transmission | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=236S|subtitle=or j.236S}} | {{AttackVersion|name=236S|subtitle=or j.236S}} | ||
Line 435: | Line 413: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* 236S | * Teleporting kick that tracks anywhere on screen. 236S goes behind the opponent, 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. | |||
* | * Smash hit causes sliding knockdown. | ||
* | High risk, good reward neutral check. It's easily 2H-able if the opponent is ready, but you get some oki if it hits and solo pressure if they block it. | ||
}} | |||
}} | }} | ||
==Assist== | ==Assist== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSBGoku_AssistDragonFlashKick.png |caption= ''"GERONIMOOOOO!"'' | |image=DBFZ_SSBGoku_AssistDragonFlashKick.png |caption=''"GERONIMOOOOO!"'' | ||
|input=A1/A2 | |input=A1/A2 | ||
|name=Dragon Flash Kick | |name=Dragon Flash Kick | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth:DBFZ/SSB Goku/Data|A1/A2}} | {{#lsth:DBFZ/SSB Goku/Data|A1/A2}} | ||
Line 455: | Line 432: | ||
{{Description|7|text= | {{Description|7|text= | ||
* Sliding knockdown on hit. | * Sliding knockdown on hit. | ||
Incredibly niche assist. Used to give sliding knockdowns to characters who struggle to get them, though, most other assists can let them combo into air Dragon Rush for a sliding knockdown anyway, so this move's main selling point is redundant at best. | |||
One of the few remaining values this assist has is providing SKD after short Lv1 Supers that pops the opponent back up, such as Adult Gohan's Potential Unleashed or Bardock's Saiyan Spirit. | |||
Overall, this assist highlights the need to place him as a point, which is where he performs the best. | |||
}} | |||
}} | }} | ||
==Supers== | ==Supers== | ||
====== <font style="visibility:hidden" size="0">Extreme Speed Kamehameha</font> ====== | ====== <font style="visibility:hidden" size="0">Extreme Speed Kamehameha</font> ====== | ||
{{MoveData | {{MoveData | ||
Line 472: | Line 451: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth:DBFZ/SSB Goku/Data| | {{#lsth:DBFZ/SSB Goku/Data|236LM}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth:DBFZ/SSB Goku/Data|j. | {{#lsth:DBFZ/SSB Goku/Data|j.236LM}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Doing raw, ground version will slightly adjust position for that it hits, air version stays still. | ||
* | * Mid-combo, both version teleports to the opponent instead, though the angle isn't always the best. Always shows up from the direction Goku's facing. | ||
* Minimum damage | * Last hit causes sliding knockdown. | ||
* Minimum damage: 75*10 (750). | |||
Similar to SS Goku, he does have safe jump setups from this Super, though they aren't as good as SS Goku's. | |||
}} | |||
}} | }} | ||
Line 496: | Line 476: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal Attack}} | {{AttackVersion|name=Normal Attack}} | ||
{{#lsth:DBFZ/SSB Goku/Data| | {{#lsth:DBFZ/SSB Goku/Data|214LM}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Evolved Attack|subtitle=Hold | {{AttackVersion|name=Evolved Attack|subtitle=Hold L/M/H/S on hit}} | ||
{{#lsth:DBFZ/SSB Goku/Data|214[ | {{#lsth:DBFZ/SSB Goku/Data|214[LM]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Hits fullscreen. | ||
* | * There are 2 spots where you can hold a button for a sideswitch or double sideswitches. A "free" one before the upward kick, and one that cost 2 extra Ki gauges after the kick. | ||
* Minimum damage: 1759, add 900 if 5 bars are used for a new total of 2659. | |||
Only do the 2 bar extension if you wanna see a cool animation (or if it kills) because it obliterates your oki otherwise, even if you keep same side. | |||
* Minimum damage | }} | ||
}} | }} | ||
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[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category: Goku]] | [[Category:Goku]] |
Revision as of 21:27, 14 December 2019
Son Goku (SSGSS) |
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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 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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Normals
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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While 5M is rather basic, 4M is a crazy button for stagger pressure, as it's THE safest normal he has. |
5H
5H |
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Used for block string and combo filler. |
5S
5S |
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This is his only grounded projectile, making it vital for his neutral game. |
2L
2L |
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Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists. |
2M
2M |
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His third low. IAD j.S ▷ 2M has deceptively long range. Needless to say it's identical to the blessed SS Goku's 2M, with all of its stagger glory. |
2H
2H |
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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. Smash hit can also combo into j.236S for a quick sides swap into SKD. |
6M
6M |
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While 5LLL can be converted more easily and uses assists to cover the startup rather than to convert into a combo. 6M still has its use as it doesn't Smash, neutral on block, can be used freely and much later into block strings. |
j.L
j.L |
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j.M
j.M |
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This is his best cross-up jump-in after an IAD, though j.H is better for most other situations. |
j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S |
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You won't be sniping anyone with this. Instead, it's used for covering an approach or a retreat. Forward IAD j.S is +10 at minimum, though of course as with all Ki blast, the opponent can reflect out of its blockstun and negate your blockstring. |
j.2H
j.2H |
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Basic air launcher. Similar to 2H, Smash j.2H can also combo into j.236S. |
Specials
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) |
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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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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.