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* Can only grab grounded or "grounded-by-proximity" opponents. | * Can only grab grounded or "grounded-by-proximity" opponents. | ||
* Non-Smash grab has identical effect to 214L. | * Non-Smash grab has identical effect to 214L. | ||
* If | * If the grab has hit in the combo, not only can't Goku grab a second time, the followup punch also can't hit anymore. | ||
}} | }} | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} |
Revision as of 08:41, 15 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 blasts, 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 |
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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.