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{{Description|7|text= | {{Description|7|text= | ||
* Holding {{4}} reduces forward momentum and recovery. | * Holding {{4}} reduces forward momentum and recovery. | ||
5M has really good range, and 4M is the safest normal he has that also pushes the opponent just far enough that he can go for another 4M. | |||
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His third low. IAD j.S ▷ 2M has deceptively long range. | 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 | Needless to say it's identical to the blessed SS Goku's 2M, with all of its glory. | ||
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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. | 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 | Smash hit can also combo into j.236S for a quick sides switch into SKD. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Standard air jab. | |||
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* Doesn't halt air momentum like most j.S. | * Doesn't halt air momentum like most j.S. | ||
* Doesn't launches airborne opponent like most j.S, instead it pushes them down. | * 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 | You won't be sniping anyone with this. Instead, it's used for covering approaches or retreats. | ||
Forward IAD j.S beats anti-airs and puts Goku +10 at minimum. Though of course as with all Ki blasts, the opponent can reflect out of its blockstun and negate your blockstring. | Forward IAD j.S beats anti-airs and puts Goku +10 at minimum. Though of course as with all Ki blasts, the opponent can reflect out of its blockstun and negate your blockstring. | ||
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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. | ||
* | * After the grab has landed in the combo, not only can't Goku grab a second time, the followup punch also won't connect anymore. | ||
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{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Stays in place. If the grab whiffs, does a short ranged punch as followup. | * Stays in place. If the grab whiffs, does a short ranged punch as followup. | ||
* | * On hit, both the grab and punch knock the opponent almost a fullscreen away. | ||
Unreactable command grab that | Unreactable command grab that can be converted into a combo with meters or assists, being the only 17f grab that can be converted, as the others all cause SKD. | ||
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{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Has some slight horizontal tracking. | |||
* Sliding knockdown on hit. | * Sliding knockdown on hit. | ||
Incredibly niche assist. | Incredibly niche assist. Can be 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 | 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 or Bardock's 236LM. | ||
Overall, this assist highlights the need to place him as a point, which is where he performs the best. | Overall, this assist highlights the need to place him as a point, which is where he performs the best. |
Revision as of 11:02, 28 January 2020
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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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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5M has really good range, and 4M is the safest normal he has that also pushes the opponent just far enough that he can go for another 4M. |
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 glory. |
2H
2H |
Template:AttackDataHeader-DBFZ
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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 switch 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, is neutral on block, and can be used more freely much later into blockstrings. |
j.L
j.L |
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Standard air jab. |
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 approaches or retreats. Forward IAD j.S beats anti-airs and puts Goku +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. |
Special Moves
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) |
Template:AttackDataHeader-DBFZ |
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Assist
Dragon Flash Kick A1/A2 |
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Super Moves
Extreme Speed Kamehameha
Extreme Speed Kamehameha 236L+M or 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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x10 Kaioken Kamehameha
x10 Kaioken Kamehameha 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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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.